* Enable nullability in Content.Client * Remove #nullable enable * Merge fixes * Remove Debug.Assert * Merge fixes * Fix build * Fix build
60 lines
2.1 KiB
C#
60 lines
2.1 KiB
C#
using Content.Shared.GameObjects.Components.ActionBlocking;
|
|
using Content.Shared.Preferences.Appearance;
|
|
using Robust.Client.GameObjects;
|
|
using Robust.Client.Graphics;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.Utility;
|
|
using Robust.Shared.ViewVariables;
|
|
|
|
namespace Content.Client.GameObjects.Components.ActionBlocking
|
|
{
|
|
[RegisterComponent]
|
|
public class CuffableComponent : SharedCuffableComponent
|
|
{
|
|
[ViewVariables]
|
|
private string? _currentRSI;
|
|
|
|
[ViewVariables] [ComponentDependency] private readonly SpriteComponent? _spriteComponent = null;
|
|
|
|
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
|
|
{
|
|
if (curState is not CuffableComponentState cuffState)
|
|
{
|
|
return;
|
|
}
|
|
|
|
CanStillInteract = cuffState.CanStillInteract;
|
|
|
|
if (_spriteComponent != null)
|
|
{
|
|
_spriteComponent.LayerSetVisible(HumanoidVisualLayers.Handcuffs, cuffState.NumHandsCuffed > 0);
|
|
_spriteComponent.LayerSetColor(HumanoidVisualLayers.Handcuffs, cuffState.Color);
|
|
|
|
if (cuffState.NumHandsCuffed > 0)
|
|
{
|
|
if (_currentRSI != cuffState.RSI) // we don't want to keep loading the same RSI
|
|
{
|
|
_currentRSI = cuffState.RSI;
|
|
|
|
if (_currentRSI != null)
|
|
{
|
|
_spriteComponent.LayerSetState(HumanoidVisualLayers.Handcuffs, new RSI.StateId(cuffState.IconState), new ResourcePath(_currentRSI));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_spriteComponent.LayerSetState(HumanoidVisualLayers.Handcuffs, new RSI.StateId(cuffState.IconState)); // TODO: safety check to see if RSI contains the state?
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public override void OnRemove()
|
|
{
|
|
base.OnRemove();
|
|
|
|
_spriteComponent?.LayerSetVisible(HumanoidVisualLayers.Handcuffs, false);
|
|
}
|
|
}
|
|
}
|