Files
tbd-station-14/Content.Shared/Clothing/ClothingEvents.cs
paige404 2e7f01b99e Fix broken layer hiding on clothes with multiple equipment slots (#34080)
* Fix broken layer hiding on clothes with multiple equipment slots

* Refactor ToggleVisualLayers, HideLayerClothingComponent, and ClothingComponent to allow more
precise layer hide behavior and more CPU efficient layer toggling.

* Adjust HumanoidAppearaceSystem to track which slots are hiding a given layer (e.g. gas mask and welding mask)
Add documentation
Change gas masks to use the new HideLayerClothingComponent structure as an example of its usage

* Fix the delayed snout bug

* Misc cleanup

* Make `bool permanent` implicit from SlotFlags

any non-permanent visibility toggle with `SlotFlags.None` isn't supported with how its set up. And similarly, the slot flags argument does nothing if permanent = true. So IMO it makes more sense to infer it from a nullable arg.

* Split into separate system

Too much pasta

* Remove (hopefully unnecessary) refresh

* Fisk mask networking

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* Keep old behaviour, use clearer names?

I'm just guessing at what this was meant to do

* english

* Separate slot name & flag

* dirty = true

* fix comment

* Improved SetLayerVisibility with dirtying logic suggested by @ElectroJr

* Only set mask toggled if DisableOnFold is true

* FoldableClothingSystem fixes

* fix bandana state

* Better comment

---------

Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
2025-03-21 00:30:47 +11:00

103 lines
3.2 KiB
C#

using Content.Shared.Actions;
using Content.Shared.Clothing.Components;
namespace Content.Shared.Clothing;
/// <summary>
/// Raised directed at a piece of clothing to get the set of layers to show on the wearer's sprite
/// </summary>
public sealed class GetEquipmentVisualsEvent : EntityEventArgs
{
/// <summary>
/// Entity that is wearing the item.
/// </summary>
public readonly EntityUid Equipee;
public readonly string Slot;
/// <summary>
/// The layers that will be added to the entity that is wearing this item.
/// </summary>
/// <remarks>
/// Note that the actual ordering of the layers depends on the order in which they are added to this list;
/// </remarks>
public List<(string, PrototypeLayerData)> Layers = new();
public GetEquipmentVisualsEvent(EntityUid equipee, string slot)
{
Equipee = equipee;
Slot = slot;
}
}
/// <summary>
/// Raised directed at a piece of clothing after its visuals have been updated.
/// </summary>
/// <remarks>
/// Useful for systems/components that modify the visual layers that an item adds to a player. (e.g. RGB memes)
/// </remarks>
public sealed class EquipmentVisualsUpdatedEvent : EntityEventArgs
{
/// <summary>
/// Entity that is wearing the item.
/// </summary>
public readonly EntityUid Equipee;
public readonly string Slot;
/// <summary>
/// The layers that this item is now revealing.
/// </summary>
public HashSet<string> RevealedLayers;
public EquipmentVisualsUpdatedEvent(EntityUid equipee, string slot, HashSet<string> revealedLayers)
{
Equipee = equipee;
Slot = slot;
RevealedLayers = revealedLayers;
}
}
public sealed partial class ToggleMaskEvent : InstantActionEvent { }
/// <summary>
/// Event raised on the mask entity when it is toggled.
/// </summary>
[ByRefEvent]
public readonly record struct ItemMaskToggledEvent(Entity<MaskComponent> Mask, EntityUid? Wearer);
/// <summary>
/// Event raised on the entity wearing the mask when it is toggled.
/// </summary>
[ByRefEvent]
public readonly record struct WearerMaskToggledEvent(Entity<MaskComponent> Mask);
/// <summary>
/// Raised on the clothing entity when it is equipped to a valid slot,
/// as determined by <see cref="ClothingComponent.Slots"/>.
/// </summary>
[ByRefEvent]
public readonly record struct ClothingGotEquippedEvent(EntityUid Wearer, ClothingComponent Clothing);
/// <summary>
/// Raised on the clothing entity when it is unequipped from a valid slot,
/// as determined by <see cref="ClothingComponent.Slots"/>.
/// </summary>
[ByRefEvent]
public readonly record struct ClothingGotUnequippedEvent(EntityUid Wearer, ClothingComponent Clothing);
/// <summary>
/// Raised on an entity when they equip a clothing item to a valid slot,
/// as determined by <see cref="ClothingComponent.Slots"/>.
/// </summary>
[ByRefEvent]
public readonly record struct ClothingDidEquippedEvent(Entity<ClothingComponent> Clothing);
/// <summary>
/// Raised on an entity when they unequip a clothing item from a valid slot,
/// as determined by <see cref="ClothingComponent.Slots"/>.
/// </summary>
[ByRefEvent]
public readonly record struct ClothingDidUnequippedEvent(Entity<ClothingComponent> Clothing);