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