* Add disposal.rsi * Rename disposal resource to disposal.rsi and create basic components * Add disposal nets * Add pushing entities along the disposal network * Add disposal unit * Unregister disposable component * Add flush and selfinsert verbs to disposal unit * Add gradual disposals movement * Fix being able to walk through space for a while after exiting disposals * Multiply disposals speed by 10 And fix early returns when moving an entity * Rename Disposable component to InDisposals * Remove DisposalNet and add on anchor events * Remove anchored events, moved to interfaces * Code cleanup * Fix adjacent tubes' connections when a tube connects * Fix jittery movement in disposals * Remove Logger.Debug call * Move disposals updates to InDisposalsComponent * Fix adjacent connection valid directions check * Disposal tubes now throw you out where they are facing * Add disposal unit exit cooldown * Set different disposal pipe sprite state depending on anchored value * Add recycler * Add recycler animation * Add bloody texture to the recycler when grinding a living being * Add PowerDevice component to the disposal unit * Made the Recycler center on the grid * Add disposal junction * Add picking a random direction if junction is entered from the output side * Add disposal flush and clang sounds Taken from VGStation * Move disposal flush and clang sound file names to exposedata * Add disposalsmap.yml to test with * Add summaries to DisposalUnit fields * Add sideDegrees yaml property to disposal junctions * Fix outdated usings * Add conveyor resources * Update RobustToolbox * More merge fixes Add conveyor collision masks * Add ConveyorComponent * Fix crash when reentering a body * Merge branch 'master' into disposals-1147 * Reduce recycler bounds, set hard to false, add summary and expose "safe" to yaml * Move IAnchored and IUnAnchored to AnchorableComponent * Update power components and remove old disposals map * Remove redundant sprite layers * Add tile pry command * Fix tilepry command * Fix DisposalJunctionComponent missing a component reference * Add anchor by radius command * Add Y-Junctions * Add disposal bend * Add unanchor command * Change DisposalJunction prototypes to specify their angles * Fix disposal units being hidden below the floor * Removed IAnhored and IUnAnchored interfaces * Replace CanBeNull annotation with nullable reference types * Update showwires command * Add recycler recycling items * Added angle and speed properties to ConveyorComponent * Fix conveyort textures * Add animation to the disposal unit * Fix anchor and unanchor commands sometimes not finding any entities * Fix not reading flush_time from disposal unit prototype * Fix merge conflict wrong using * Fix disposal, recycling and conveyor texture paths Delete diverters * Update visualizer names * Add DisposableComponent, change drag and drop to work with multiple components Ignoreinsideblocker client side for drag and drops, like on the server Add more comments * Add conveyor belts properly moving entities on top * Anchorr wires * Change conveyor bounds to 0.49 * Anchor catwalks, airlocks, gravity generators, low walls, wires and windows * Add starting/stopping conveyors * Add reversed conveyors * Add conveyor switches * Move InDisposalsComponent code to DisposableComponent * Add ExitVector method to tubes * Fix not updating tube references when disconnecting one * Replace IoCManager call with dependency * Add tubes disconnecting if they move too far apart from one another * Move disposals action blocking to shared * Add rotating and flipping pipes * Make conveyor intersection calculations approximate * Fix 1% chance of the server crashing when initializing the map Happens when emergency lockers remove themselves * Add disposal unit interface * Make disposal units refuse items if not powered * Make disposal tubes hide only when anchored * Make disposal junction arrows visible to mere mortals * Add disposal tubes breaking * Add tubeconnections command * Add missing verb attribute * Add flipped disposal junction * Add ids and linking to conveyors and switches * Add conveyor switch prying and placing * Add anchoring conveyor switches and refactor placing them * Add missing serializable attributes from DisposableComponentState * Make conveyor speed VV ReadWrite * Change drawdepth of conveyors to FloorObjects * Make conveyor anchored check consistent * Remove anchoring interaction from switches * Add conveyor switch id syncing and move switches slightly when pried * Make entities in containers not able to be moved by conveyors * Add conveyor and switches loose textures * Merge conflict fixes * Add disposal unit test * Add flushing test to disposal unit test * Add disposal unit flush fail test * Add disposals to the saltern map * Fix saltern disposal junctions * Add power checks to the recycler * Fix disposal unit placement in maintenance closet * Remove disposal junctions from saltern * Readd junctions to saltern * Add the chemmaster to saltern at the request of Ike * Move the chemistry disposal unit * Fix casing of disposal flush sound * More merge conflict fixes * Fix a compiler warning. * Remove popup invocation from buckle * Remove showPopup parameter from InteractionChecks * Remove unnecessary physics components Fixes the physics system dying * Replace PhysicsComponent usages with CollidableComponent * Update existing code for the new controller system * Change conveyors to use a VirtualController instead of teleporting the entity * Remove visualizer 2d suffix and update physics code * Transition code to new controller system * Fix shuttles not moving * Fix throwing * Fix guns * Change hands to use physics.Stop() and remove item fumble method * Add syncing conveyor switches states * Fix the recycler wanting to be a conveyor too hard * Fix showwires > showsubfloor rename in mapping command * Fix wifi air conveyors * Fix test error * Add showsubfloorforever command Changes drawdepth of the relevant entities * Disable opening the disposal unit interface while inside * Add closing the disposal unit interface when getting inside * Add closing the interface when the disposal unit component is removed * Add removing entities on disposal unit component removal * Delay disposal unit flush and fix serialization * Implement pressure in disposal units * Fix chain engaging a disposal unit * Implement states to the disposal unit * Fix missing imports from merge conflict * Update Content.Server/GameObjects/Components/Conveyor/ConveyorComponent.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address some reviews * Fix za buildo * Use container helper to detach disposables * Make conveyors use the construction system * Make conveyor groups and syncing sane * Make flip flip brave * Add activate interface to conveyor switches * Fix not removing the switch from its group when it's deleted * Fix not registering conveyors and switches on initialize * Stop using 0 as null * Disconnect conveyors and switches when disposing of a group * Make disposal units not able to be exited when flushing * Make disposal units flush after a configurable 30 seconds * Add handle and light layers to the disposal unit * Merge engaging and flushing * Update saltern.yml * I love using 0 as null * Make disposal unit visual layers make sense * Remove duplicate remove method in disposal units and update light * Replace DisposableComponent with disposal holders * Fix disposal holders deleting their contents on deletion * Account for disposal unit pressure in tests and make a failed flush autoengage * Rename disposable to holder * Fix junction connections * Disable self insert and flush verbs when inside a disposal unit * Fix spamming the engage button making the animation reset * Make the recycler take materials into account properly Fix cablestack1 not existing * Merge conflict fixes * Fix pipes not being saved anchored * Change conveyors and groups to not use an id Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
545 lines
18 KiB
C#
545 lines
18 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.Interfaces.GameObjects.Components.Interaction;
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using Content.Server.Interfaces.GameObjects.Components.Items;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.Components.Storage;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.Components.Container;
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using Robust.Server.GameObjects.EntitySystemMessages;
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using Robust.Server.Interfaces.Player;
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using Robust.Server.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Items.Storage
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{
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/// <summary>
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/// Storage component for containing entities within this one, matches a UI on the client which shows stored entities
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(IActivate))]
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[ComponentReference(typeof(IStorageComponent))]
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public class ServerStorageComponent : SharedStorageComponent, IInteractUsing, IUse, IActivate, IStorageComponent, IDestroyAct, IExAct,
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IDragDrop
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{
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#pragma warning disable 649
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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#pragma warning restore 649
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private const string LoggerName = "Storage";
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private Container? _storage;
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private bool _occludesLight;
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private bool _storageInitialCalculated;
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private int _storageUsed;
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private int _storageCapacityMax;
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public readonly HashSet<IPlayerSession> SubscribedSessions = new HashSet<IPlayerSession>();
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public IReadOnlyCollection<IEntity>? StoredEntities => _storage?.ContainedEntities;
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public bool OccludesLight
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{
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get => _occludesLight;
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set
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{
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_occludesLight = value;
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if (_storage != null) _storage.OccludesLight = value;
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}
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}
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private void EnsureInitialCalculated()
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{
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if (_storageInitialCalculated)
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{
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return;
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}
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RecalculateStorageUsed();
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_storageInitialCalculated = true;
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}
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private void RecalculateStorageUsed()
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{
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_storageUsed = 0;
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if (_storage == null)
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{
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return;
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}
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foreach (var entity in _storage.ContainedEntities)
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{
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var item = entity.GetComponent<StorableComponent>();
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_storageUsed += item.ObjectSize;
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}
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}
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/// <summary>
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/// Verifies if an entity can be stored and if it fits
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/// </summary>
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/// <param name="entity">The entity to check</param>
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/// <returns>true if it can be inserted, false otherwise</returns>
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public bool CanInsert(IEntity entity)
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{
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EnsureInitialCalculated();
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if (entity.TryGetComponent(out ServerStorageComponent storage) &&
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storage._storageCapacityMax >= _storageCapacityMax)
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{
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return false;
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}
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if (entity.TryGetComponent(out StorableComponent store) &&
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store.ObjectSize > _storageCapacityMax - _storageUsed)
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{
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return false;
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}
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return true;
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}
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/// <summary>
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/// Inserts into the storage container
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/// </summary>
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/// <param name="entity">The entity to insert</param>
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/// <returns>true if the entity was inserted, false otherwise</returns>
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public bool Insert(IEntity entity)
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{
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return CanInsert(entity) && _storage?.Insert(entity) == true;
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}
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/// <summary>
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/// Removes from the storage container and updates the stored value
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/// </summary>
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/// <param name="entity">The entity to remove</param>
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/// <returns>true if no longer in storage, false otherwise</returns>
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public bool Remove(IEntity entity)
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{
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EnsureInitialCalculated();
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return _storage?.Remove(entity) == true;
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}
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public void HandleEntityMaybeInserted(EntInsertedIntoContainerMessage message)
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{
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if (message.Container != _storage)
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{
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return;
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}
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EnsureInitialCalculated();
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Logger.DebugS(LoggerName, $"Storage (UID {Owner.Uid}) had entity (UID {message.Entity.Uid}) inserted into it.");
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_storageUsed += message.Entity.GetComponent<StorableComponent>().ObjectSize;
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UpdateClientInventories();
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}
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public void HandleEntityMaybeRemoved(EntRemovedFromContainerMessage message)
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{
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if (message.Container != _storage)
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{
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return;
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}
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EnsureInitialCalculated();
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Logger.DebugS(LoggerName, $"Storage (UID {Owner.Uid}) had entity (UID {message.Entity.Uid}) removed from it.");
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if (!message.Entity.TryGetComponent(out StorableComponent storable))
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{
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Logger.WarningS(LoggerName, $"Removed entity {message.Entity.Uid} without a StorableComponent from storage {Owner.Uid} at {Owner.Transform.MapPosition}");
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RecalculateStorageUsed();
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return;
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}
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_storageUsed -= storable.ObjectSize;
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UpdateClientInventories();
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}
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/// <summary>
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/// Inserts an entity into storage from the player's active hand
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/// </summary>
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/// <param name="player">The player to insert an entity from</param>
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/// <returns>true if inserted, false otherwise</returns>
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public bool PlayerInsertEntity(IEntity player)
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{
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EnsureInitialCalculated();
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if (!player.TryGetComponent(out IHandsComponent hands) ||
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hands.GetActiveHand == null)
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{
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return false;
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}
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var toInsert = hands.GetActiveHand;
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if (!hands.Drop(toInsert.Owner))
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{
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Owner.PopupMessage(player, "Can't insert.");
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return false;
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}
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if (!Insert(toInsert.Owner))
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{
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hands.PutInHand(toInsert);
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Owner.PopupMessage(player, "Can't insert.");
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return false;
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}
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return true;
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}
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/// <summary>
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/// Opens the storage UI for an entity
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/// </summary>
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/// <param name="entity">The entity to open the UI for</param>
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public void OpenStorageUI(IEntity entity)
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{
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EnsureInitialCalculated();
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var userSession = entity.GetComponent<BasicActorComponent>().playerSession;
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Logger.DebugS(LoggerName, $"Storage (UID {Owner.Uid}) \"used\" by player session (UID {userSession.AttachedEntityUid}).");
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SubscribeSession(userSession);
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SendNetworkMessage(new OpenStorageUIMessage(), userSession.ConnectedClient);
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UpdateClientInventory(userSession);
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}
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/// <summary>
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/// Updates the storage UI on all subscribed actors, informing them of the state of the container.
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/// </summary>
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private void UpdateClientInventories()
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{
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foreach (var session in SubscribedSessions)
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{
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UpdateClientInventory(session);
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}
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}
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/// <summary>
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/// Updates storage UI on a client, informing them of the state of the container.
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/// </summary>
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/// <param name="session">The client to be updated</param>
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private void UpdateClientInventory(IPlayerSession session)
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{
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if (session.AttachedEntity == null)
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{
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Logger.DebugS(LoggerName, $"Storage (UID {Owner.Uid}) detected no attached entity in player session (UID {session.AttachedEntityUid}).");
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UnsubscribeSession(session);
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return;
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}
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if (_storage == null)
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{
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Logger.WarningS(LoggerName, $"{nameof(UpdateClientInventory)} called with null {nameof(_storage)}");
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return;
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}
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var storedEntities = new Dictionary<EntityUid, int>();
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foreach (var entities in _storage.ContainedEntities)
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{
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storedEntities.Add(entities.Uid, entities.GetComponent<StorableComponent>().ObjectSize);
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}
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SendNetworkMessage(new StorageHeldItemsMessage(storedEntities, _storageUsed, _storageCapacityMax), session.ConnectedClient);
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}
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/// <summary>
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/// Adds a session to the update list.
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/// </summary>
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/// <param name="session">The session to add</param>
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private void SubscribeSession(IPlayerSession session)
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{
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EnsureInitialCalculated();
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if (!SubscribedSessions.Contains(session))
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{
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Logger.DebugS(LoggerName, $"Storage (UID {Owner.Uid}) subscribed player session (UID {session.AttachedEntityUid}).");
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session.PlayerStatusChanged += HandlePlayerSessionChangeEvent;
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SubscribedSessions.Add(session);
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UpdateDoorState();
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}
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}
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/// <summary>
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/// Removes a session from the update list.
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/// </summary>
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/// <param name="session">The session to remove</param>
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public void UnsubscribeSession(IPlayerSession session)
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{
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if (SubscribedSessions.Contains(session))
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{
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Logger.DebugS(LoggerName, $"Storage (UID {Owner.Uid}) unsubscribed player session (UID {session.AttachedEntityUid}).");
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SubscribedSessions.Remove(session);
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SendNetworkMessage(new CloseStorageUIMessage(), session.ConnectedClient);
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UpdateDoorState();
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}
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}
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private void HandlePlayerSessionChangeEvent(object? obj, SessionStatusEventArgs sessionStatus)
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{
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Logger.DebugS(LoggerName, $"Storage (UID {Owner.Uid}) handled a status change in player session (UID {sessionStatus.Session.AttachedEntityUid}).");
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if (sessionStatus.NewStatus != SessionStatus.InGame)
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{
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UnsubscribeSession(sessionStatus.Session);
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}
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}
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private void UpdateDoorState()
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{
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if (Owner.TryGetComponent(out AppearanceComponent appearance))
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{
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appearance.SetData(StorageVisuals.Open, SubscribedSessions.Count != 0);
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}
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}
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public override void Initialize()
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{
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base.Initialize();
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// ReSharper disable once StringLiteralTypo
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_storage = ContainerManagerComponent.Ensure<Container>("storagebase", Owner);
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_storage.OccludesLight = _occludesLight;
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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 _storageCapacityMax, "capacity", 10000);
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serializer.DataField(ref _occludesLight, "occludesLight", true);
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//serializer.DataField(ref StorageUsed, "used", 0);
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}
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public override void HandleNetworkMessage(ComponentMessage message, INetChannel channel, ICommonSession? session = null)
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{
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base.HandleNetworkMessage(message, channel, session);
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if (session == null)
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{
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throw new ArgumentException(nameof(session));
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}
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switch (message)
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{
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case RemoveEntityMessage remove:
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{
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EnsureInitialCalculated();
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var player = session.AttachedEntity;
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if (player == null)
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{
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break;
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}
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var ownerTransform = Owner.Transform;
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var playerTransform = player.Transform;
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if (!playerTransform.GridPosition.InRange(_mapManager, ownerTransform.GridPosition, 2) ||
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!ownerTransform.IsMapTransform &&
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!playerTransform.ContainsEntity(ownerTransform))
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{
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break;
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}
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var entity = _entityManager.GetEntity(remove.EntityUid);
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if (entity == null || _storage?.Contains(entity) == false)
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{
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break;
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}
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var item = entity.GetComponent<ItemComponent>();
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if (item == null ||
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!player.TryGetComponent(out HandsComponent hands))
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{
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break;
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}
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if (!hands.CanPutInHand(item))
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{
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break;
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}
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hands.PutInHand(item);
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break;
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}
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case InsertEntityMessage _:
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{
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EnsureInitialCalculated();
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var player = session.AttachedEntity;
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if (player == null)
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{
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break;
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}
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var storagePosition = Owner.Transform.MapPosition;
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if (!InteractionChecks.InRangeUnobstructed(player, storagePosition))
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{
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break;
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}
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PlayerInsertEntity(player);
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break;
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}
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case CloseStorageUIMessage _:
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{
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if (!(session is IPlayerSession playerSession))
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{
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break;
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}
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UnsubscribeSession(playerSession);
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break;
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}
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}
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}
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/// <summary>
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/// Inserts storable entities into this storage container if possible, otherwise return to the hand of the user
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/// </summary>
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/// <param name="eventArgs"></param>
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/// <returns>true if inserted, false otherwise</returns>
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bool IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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Logger.DebugS(LoggerName, $"Storage (UID {Owner.Uid}) attacked by user (UID {eventArgs.User.Uid}) with entity (UID {eventArgs.Using.Uid}).");
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if (Owner.HasComponent<PlaceableSurfaceComponent>())
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{
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return false;
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}
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return PlayerInsertEntity(eventArgs.User);
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}
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/// <summary>
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/// Sends a message to open the storage UI
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/// </summary>
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/// <param name="eventArgs"></param>
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/// <returns></returns>
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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EnsureInitialCalculated();
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OpenStorageUI(eventArgs.User);
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return false;
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}
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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((IUse) this).UseEntity(new UseEntityEventArgs { User = eventArgs.User });
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}
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void IDestroyAct.OnDestroy(DestructionEventArgs eventArgs)
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{
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|
var storedEntities = StoredEntities?.ToList();
|
|
|
|
if (storedEntities == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
foreach (var entity in storedEntities)
|
|
{
|
|
Remove(entity);
|
|
}
|
|
}
|
|
|
|
void IExAct.OnExplosion(ExplosionEventArgs eventArgs)
|
|
{
|
|
if (eventArgs.Severity < ExplosionSeverity.Heavy)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var storedEntities = StoredEntities?.ToList();
|
|
|
|
if (storedEntities == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
foreach (var entity in storedEntities)
|
|
{
|
|
var exActs = entity.GetAllComponents<IExAct>();
|
|
foreach (var exAct in exActs)
|
|
{
|
|
exAct.OnExplosion(eventArgs);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool IDragDrop.CanDragDrop(DragDropEventArgs eventArgs)
|
|
{
|
|
return eventArgs.Target.TryGetComponent(out PlaceableSurfaceComponent placeable) &&
|
|
placeable.IsPlaceable;
|
|
}
|
|
|
|
bool IDragDrop.DragDrop(DragDropEventArgs eventArgs)
|
|
{
|
|
if (!ActionBlockerSystem.CanInteract(eventArgs.User))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!eventArgs.Target.TryGetComponent<PlaceableSurfaceComponent>(out var placeableSurface) ||
|
|
!placeableSurface.IsPlaceable)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var storedEntities = StoredEntities?.ToList();
|
|
|
|
if (storedEntities == null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// empty everything out
|
|
foreach (var storedEntity in StoredEntities.ToList())
|
|
{
|
|
if (Remove(storedEntity))
|
|
{
|
|
storedEntity.Transform.WorldPosition = eventArgs.DropLocation.Position;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
}
|