* Implemented most serverside logic * All serverside cuff logic complete * SFX, Clientside HUD stuff, Other logic. * fffff * Cuffs 1.0 * missing loc string * Cuffs are stored in the balls now. * Basic integrationtest * Support stripping menu. * rrr * Fixes * properties * gun emoji * fixes * get rid of unused * reeee * Update Content.Shared/GameObjects/ContentNetIDs.cs Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
59 lines
2.1 KiB
C#
59 lines
2.1 KiB
C#
using Robust.Client.Graphics;
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using Robust.Client.Interfaces.ResourceManagement;
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using Robust.Shared.IoC;
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using Robust.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.ActionBlocking;
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using Content.Shared.Preferences.Appearance;
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using Robust.Client.GameObjects;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Client.GameObjects.Components.ActionBlocking
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{
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[RegisterComponent]
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public class CuffableComponent : SharedCuffableComponent
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{
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[ViewVariables]
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private string _currentRSI = default;
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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if (!(curState is CuffableComponentState cuffState))
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{
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return;
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}
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CanStillInteract = cuffState.CanStillInteract;
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if (Owner.TryGetComponent<SpriteComponent>(out var sprite))
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{
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sprite.LayerSetVisible(HumanoidVisualLayers.Handcuffs, cuffState.NumHandsCuffed > 0);
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sprite.LayerSetColor(HumanoidVisualLayers.Handcuffs, cuffState.Color);
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if (cuffState.NumHandsCuffed > 0)
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{
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if (_currentRSI != cuffState.RSI) // we don't want to keep loading the same RSI
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{
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_currentRSI = cuffState.RSI;
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sprite.LayerSetState(HumanoidVisualLayers.Handcuffs, new RSI.StateId(cuffState.IconState), new ResourcePath(cuffState.RSI));
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}
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else
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{
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sprite.LayerSetState(HumanoidVisualLayers.Handcuffs, new RSI.StateId(cuffState.IconState)); // TODO: safety check to see if RSI contains the state?
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}
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}
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}
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}
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public override void OnRemove()
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{
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base.OnRemove();
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if (Owner.TryGetComponent<SpriteComponent>(out var sprite))
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{
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sprite.LayerSetVisible(HumanoidVisualLayers.Handcuffs, false);
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}
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}
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}
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}
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