* some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable™️ * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge™️ * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
49 lines
1.3 KiB
C#
49 lines
1.3 KiB
C#
using Content.Client.HUD;
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using Content.Client.Items.UI;
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using Content.Shared.Hands.Components;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface.Controls;
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namespace Content.Client.Hands
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{
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public class HandButton : ItemSlotButton
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{
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private bool _activeHand;
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private bool _highlighted;
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public HandButton(int size, string textureName, string storageTextureName, IGameHud gameHud, Texture blockedTexture, HandLocation location) : base(size, textureName, storageTextureName, gameHud)
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{
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Location = location;
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AddChild(Blocked = new TextureRect
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{
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Texture = blockedTexture,
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TextureScale = (2, 2),
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MouseFilter = MouseFilterMode.Stop,
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Visible = false
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});
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}
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public HandLocation Location { get; }
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public TextureRect Blocked { get; }
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public void SetActiveHand(bool active)
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{
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_activeHand = active;
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UpdateHighlight();
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}
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public override void Highlight(bool highlight)
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{
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_highlighted = highlight;
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UpdateHighlight();
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}
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private void UpdateHighlight()
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{
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// always stay highlighted if active
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base.Highlight(_activeHand || _highlighted);
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}
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}
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}
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