* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
66 lines
2.0 KiB
C#
66 lines
2.0 KiB
C#
#nullable enable
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using System.Collections.Generic;
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using Content.Client.GameObjects.Components.Construction;
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using Content.Client.GameObjects.EntitySystems;
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using Content.Shared.Construction;
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using Robust.Client.Graphics;
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using Robust.Client.Placement;
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using Robust.Client.Utility;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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namespace Content.Client.Construction
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{
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public sealed class ConstructionPlacementHijack : PlacementHijack
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{
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private readonly ConstructionSystem _constructionSystem;
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private readonly ConstructionPrototype? _prototype;
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public override bool CanRotate { get; }
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public ConstructionPlacementHijack(ConstructionSystem constructionSystem, ConstructionPrototype? prototype)
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{
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_constructionSystem = constructionSystem;
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_prototype = prototype;
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CanRotate = prototype?.CanRotate ?? true;
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}
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/// <inheritdoc />
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public override bool HijackPlacementRequest(EntityCoordinates coordinates)
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{
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if (_prototype != null)
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{
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var dir = Manager.Direction;
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_constructionSystem.SpawnGhost(_prototype, coordinates, dir);
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}
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return true;
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}
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/// <inheritdoc />
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public override bool HijackDeletion(IEntity entity)
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{
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if (entity.TryGetComponent(out ConstructionGhostComponent? ghost))
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{
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_constructionSystem.ClearGhost(ghost.GhostID);
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}
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return true;
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}
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/// <inheritdoc />
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public override void StartHijack(PlacementManager manager)
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{
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base.StartHijack(manager);
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var frame = _prototype?.Icon.DirFrame0();
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if (frame == null)
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{
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manager.CurrentTextures = null;
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}
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else
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{
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manager.CurrentTextures = new List<IDirectionalTextureProvider> {frame};
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}
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}
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}
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}
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