76 lines
2.8 KiB
C#
76 lines
2.8 KiB
C#
using System.Linq;
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using Content.Client.Items;
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using Content.Client.Storage.Systems;
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using Content.Shared.Stacks;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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namespace Content.Client.Stack
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{
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[UsedImplicitly]
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public sealed class StackSystem : SharedStackSystem
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{
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[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
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[Dependency] private readonly ItemCounterSystem _counterSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<StackComponent, AppearanceChangeEvent>(OnAppearanceChange);
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Subs.ItemStatus<StackComponent>(ent => new StackStatusControl(ent));
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}
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public override void SetCount(EntityUid uid, int amount, StackComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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base.SetCount(uid, amount, component);
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if (component.Lingering &&
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TryComp<SpriteComponent>(uid, out var sprite))
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{
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// tint the stack gray and make it transparent if it's lingering.
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var color = component.Count == 0 && component.Lingering
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? Color.DarkGray.WithAlpha(0.65f)
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: Color.White;
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for (var i = 0; i < sprite.AllLayers.Count(); i++)
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{
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sprite.LayerSetColor(i, color);
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}
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}
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// TODO PREDICT ENTITY DELETION: This should really just be a normal entity deletion call.
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if (component.Count <= 0 && !component.Lingering)
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{
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Xform.DetachParentToNull(uid, Transform(uid));
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return;
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}
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component.UiUpdateNeeded = true;
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}
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private void OnAppearanceChange(EntityUid uid, StackComponent comp, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null || comp.LayerStates.Count < 1)
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return;
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// Skip processing if no actual
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if (!_appearanceSystem.TryGetData<int>(uid, StackVisuals.Actual, out var actual, args.Component))
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return;
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if (!_appearanceSystem.TryGetData<int>(uid, StackVisuals.MaxCount, out var maxCount, args.Component))
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maxCount = comp.LayerStates.Count;
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if (!_appearanceSystem.TryGetData<bool>(uid, StackVisuals.Hide, out var hidden, args.Component))
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hidden = false;
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if (comp.IsComposite)
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_counterSystem.ProcessCompositeSprite(uid, actual, maxCount, comp.LayerStates, hidden, sprite: args.Sprite);
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else
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_counterSystem.ProcessOpaqueSprite(uid, comp.BaseLayer, actual, maxCount, comp.LayerStates, hidden, sprite: args.Sprite);
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}
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}
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}
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