* PR 1 * fix an error with health bar overlay (#1292) * Revert "Revert "Replace `ResourcePath` with `ResPath` (#15308)" (#155… (#15566) * [1612] change ShowHealthBarsComponent's DamageContainer field to a list (#1662) * fix build * no crit entities from not updating * cleanup * namespace * undu irrelevant changes * undo icon change * make health bar 1 px taller and icon 1 px shorter * fix medibot * fix comment * don't show health bar ratio when in crit * fix build * put the crit bar back * don't render healthbars for mobs that are in containers * draw more boxes without the background sprite * fine status icon for all bio mobs * add wacky mandatory things * attempt 2 * whoops wrong file * cool, this works too * move null check to top * only 1 init * security huds * remove shader * fix build after cleanup * slight cleanup * little more cleanup * Remove clothing grant component system * security HUD now shows a job icon on entities with a body * remove sec stuff and do similar changes to split off PR + remove unused comp * process comments * don't return * update to ComponentAddedOverlaySystemBase * no cache * colors and not rendering out of sight * touch ups * fix build & cleanup * undo * remove shader from icons * process comments * documentation * fix licence * validate prototype id * just use args * rename method and append in method * type * just fucken delete the command * space * undo * remove * don't use LocalPlayer * re-add showhealthbars command, but working * rename icon lists and conform health icon code to the others * space * undo * update command * oops --------- Co-authored-by: Rane <60792108+Elijahrane@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
119 lines
3.3 KiB
C#
119 lines
3.3 KiB
C#
using Content.Shared.GameTicking;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Robust.Client.Player;
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using Robust.Shared.Player;
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namespace Content.Client.Overlays;
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/// <summary>
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/// This is a base system to make it easier to enable or disabling UI elements based on whether or not the player has
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/// some component, either on their controlled entity on some worn piece of equipment.
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/// </summary>
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public abstract class EquipmentHudSystem<T> : EntitySystem where T : IComponent
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{
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[Dependency] private readonly IPlayerManager _player = default!;
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protected bool IsActive;
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protected virtual SlotFlags TargetSlots => ~SlotFlags.POCKET;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<T, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<T, ComponentRemove>(OnRemove);
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SubscribeLocalEvent<LocalPlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<LocalPlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<T, GotEquippedEvent>(OnCompEquip);
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SubscribeLocalEvent<T, GotUnequippedEvent>(OnCompUnequip);
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SubscribeLocalEvent<T, RefreshEquipmentHudEvent<T>>(OnRefreshComponentHud);
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SubscribeLocalEvent<T, InventoryRelayedEvent<RefreshEquipmentHudEvent<T>>>(OnRefreshEquipmentHud);
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SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRoundRestart);
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}
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private void Update(RefreshEquipmentHudEvent<T> ev)
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{
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IsActive = true;
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UpdateInternal(ev);
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}
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public void Deactivate()
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{
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if (!IsActive)
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return;
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IsActive = false;
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DeactivateInternal();
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}
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protected virtual void UpdateInternal(RefreshEquipmentHudEvent<T> args) { }
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protected virtual void DeactivateInternal() { }
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private void OnStartup(EntityUid uid, T component, ComponentStartup args)
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{
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RefreshOverlay(uid);
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}
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private void OnRemove(EntityUid uid, T component, ComponentRemove args)
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{
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RefreshOverlay(uid);
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}
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private void OnPlayerAttached(LocalPlayerAttachedEvent args)
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{
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RefreshOverlay(args.Entity);
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}
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private void OnPlayerDetached(LocalPlayerDetachedEvent args)
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{
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if (_player.LocalSession?.AttachedEntity == null)
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Deactivate();
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}
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private void OnCompEquip(EntityUid uid, T component, GotEquippedEvent args)
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{
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RefreshOverlay(args.Equipee);
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}
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private void OnCompUnequip(EntityUid uid, T component, GotUnequippedEvent args)
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{
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RefreshOverlay(args.Equipee);
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}
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private void OnRoundRestart(RoundRestartCleanupEvent args)
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{
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Deactivate();
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}
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protected virtual void OnRefreshEquipmentHud(EntityUid uid, T component, InventoryRelayedEvent<RefreshEquipmentHudEvent<T>> args)
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{
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OnRefreshComponentHud(uid, component, args.Args);
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}
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protected virtual void OnRefreshComponentHud(EntityUid uid, T component, RefreshEquipmentHudEvent<T> args)
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{
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args.Active = true;
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args.Components.Add(component);
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}
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private void RefreshOverlay(EntityUid uid)
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{
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if (uid != _player.LocalSession?.AttachedEntity)
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return;
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var ev = new RefreshEquipmentHudEvent<T>(TargetSlots);
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RaiseLocalEvent(uid, ev);
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if (ev.Active)
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Update(ev);
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else
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Deactivate();
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}
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}
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