Files
tbd-station-14/Content.Shared/Clothing/EntitySystems/ClothingSystem.cs
2022-07-28 18:02:09 -07:00

57 lines
1.6 KiB
C#

using Content.Shared.Clothing.Components;
using Content.Shared.Inventory;
using Content.Shared.Item;
using Robust.Shared.GameStates;
namespace Content.Shared.Clothing.EntitySystems;
public sealed class ClothingSystem : EntitySystem
{
[Dependency] private readonly SharedItemSystem _itemSys = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SharedClothingComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<SharedClothingComponent, ComponentHandleState>(OnHandleState);
}
private void OnGetState(EntityUid uid, SharedClothingComponent component, ref ComponentGetState args)
{
args.State = new ClothingComponentState(component.EquippedPrefix);
}
private void OnHandleState(EntityUid uid, SharedClothingComponent component, ref ComponentHandleState args)
{
if (args.Current is ClothingComponentState state)
SetEquippedPrefix(uid, state.EquippedPrefix, component);
}
#region Public API
public void SetEquippedPrefix(EntityUid uid, string? prefix, SharedClothingComponent? clothing = null)
{
if (!Resolve(uid, ref clothing, false))
return;
if (clothing.EquippedPrefix == prefix)
return;
clothing.EquippedPrefix = prefix;
_itemSys.VisualsChanged(uid);
Dirty(clothing);
}
public void SetSlots(EntityUid uid, SlotFlags slots, SharedClothingComponent? clothing = null)
{
if (!Resolve(uid, ref clothing))
return;
clothing.Slots = slots;
Dirty(clothing);
}
#endregion
}