* Multiple hands in gui first pass * Remove IHandsComponent interface * Create hand class and more hand textures * Refactor ServerHandsComponent to use a single list of hands * Seal SharedHand * Fix picked up items not showing on top of the hand buttons * Remove HandsGui buttons and panels dictionaries * Fix items in hands rendering * Fix wrong hand container comparison * Fix not updating the location of duplicate hands * Change ClientHandsComponent to use a SortedList instead of a dictionary * More merge conflict fixes * Change SortedList to List * Fix hand button order * Add item tooltip for more than 2 hands and updating when removing hands * Add add hand and remove hand command * Merge conflict fixes * Remove nullable reference type from ContainerSlot * Fix texture errors * Fix error when reaching 0 hands * Fix error when swapping hands with no hands * Merged remove hand methods * Fix item panel texture errors * Merge conflict fixes * Fix addhand and removehand command descriptions * Add properly displaying tooltips for 2 hands * Make hand indexes and locations consistent across the client and server * Add dropping held entity if a hand is removed * Change hand location to be calculated by index * Made different hand gui updates more consistent * Remove human body yml testing changes * Sanitize addhand and removehand commands * Merge conflict fixes * Remove testing changes * Revert body system changes * Add missing imports * Remove obsolete hands parameter in yml files * Fix broken import * Fix startup error and adding and removing hands on the same tick * Make hand container id use an uint In case someone gets more than 2 billion hands * Rename hand component files * Make hands state use an array
75 lines
2.4 KiB
C#
75 lines
2.4 KiB
C#
using Content.Client.GameObjects.Components.Items;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Inventory;
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using Content.Shared.GameObjects.Components.Items;
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using Robust.Client.Graphics;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Client.GameObjects.Components.Clothing
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{
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[RegisterComponent]
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[ComponentReference(typeof(ItemComponent))]
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[ComponentReference(typeof(IItemComponent))]
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public class ClothingComponent : ItemComponent
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{
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private FemaleClothingMask _femaleMask;
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public override string Name => "Clothing";
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public override uint? NetID => ContentNetIDs.CLOTHING;
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[ViewVariables(VVAccess.ReadWrite)]
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public string ClothingEquippedPrefix { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public FemaleClothingMask FemaleMask
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{
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get => _femaleMask;
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set => _femaleMask = value;
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _femaleMask, "femaleMask", FemaleClothingMask.UniformFull);
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serializer.DataField(this, p => p.ClothingEquippedPrefix, "ClothingPrefix", null);
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}
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public (RSI rsi, RSI.StateId stateId)? GetEquippedStateInfo(EquipmentSlotDefines.SlotFlags slot)
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{
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if (RsiPath == null)
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{
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return null;
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}
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var rsi = GetRSI();
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var prefix = ClothingEquippedPrefix ?? EquippedPrefix;
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var stateId = prefix != null ? $"{prefix}-equipped-{slot}" : $"equipped-{slot}";
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if (rsi.TryGetState(stateId, out _))
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{
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return (rsi, stateId);
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}
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return null;
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}
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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if (curState == null)
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return;
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var clothingComponentState = (ClothingComponentState)curState;
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ClothingEquippedPrefix = clothingComponentState.ClothingEquippedPrefix;
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EquippedPrefix = clothingComponentState.EquippedPrefix;
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}
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}
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public enum FemaleClothingMask
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{
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NoMask = 0,
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UniformFull,
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UniformTop
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}
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}
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