* HandsGuiState * Gui state setting methods * code cleanup * Removes TryGetHands * ClientHand * Gui Hands * Refactor WIP 1 * Hand index * refactors 2 * wip 3 * wip 4 * wiip 4 * wip 5 * wip 6 * wip 7 * wip 8 * wip 9 * wip 11 * Hand ui mostly looks fine * hands gui cleanup 1 * cleanup 2 * wip 13 * hand enabled * stuff * Hands gui gap fix * onpressed test * hand gui buttons events work * bag activation works * fix item use * todo comment * hands activate fix * Moves Client Hands back to using strings to identify active hand * fixes action hand highlighting * diff fix * serverhand * SharedHand * SharedHand, IReadOnlyHand * Client Hands only stores SharedHand * cleanup server hands * server hand container shutdown * misc renames, refactors of serverhand * stuff 1 * stuff 3 * server hand refactor 1 * Undo API changes to remove massive diff * More API name fixes * server hands cleanup 2 * cleanup 3 * dropping cleanup * Cleanup 4 * MoveItemFromHand * Stuff * region sorting * Hand Putter methods cleanup * stuff 2 * Merges all of serverhand and clienthand into sharedhand * Other hands systems, hack to make inhands update (gui state set every frame, visualzier updated every frame) * GetFinalDropCoordinates cleanup * SwapHands cleanup * Moves server hands code to shared hands * Fixed hand selected and deselected * Naming fixes * Server hands system cleanup * Hands privacy fixes * Client hand updates when containers are modified * HeldItemVisualizer * Fixes hand gui item status panel * method name fix * Swap hands prediction * Dropping prediction * Fixes pickup entity animation * Fixes HeldItemsVisualizer * moves item pickup to shared * PR cleanup * fixes hand enabling/disabling * build fix * Conflict fixes * Fixes pickup animation * Uses component directed message subscriptions * event unsubscriptions in hand system * unsubscribe fix * CanInsertEntityIntoHand checks if hand is enabled * Moving items from one hand to another checks if the hands can pick up and drop * Fixes stop pulling not re-enabling hand * Fixes pickup animation for entities containers on the floor * Fixes using held items * Fixes multiple hands guis appearing * test fix * removes obsolete system sunsubscribes * Checks IsFirstTimePredicted before playing drop animation * fixes hand item deleted crash * Uses Get to get other system * Replaces AppearanceComponent with SharedAppearanceComponent * Replaces EnsureComponent with TryGetComponent * Improves event class names * Moves property up to top of class * Moves code for determining the hand visualizer rsi state into the visualizer instead of being determined on hand component * Eventbus todo comment * Yaml fix for changed visualizer name * Makes HandsVisuals a byte * Removes state from HandsVisualizer * Fixes hand using interaction method name * Namespace changes fixes * Fix for changed hand interaction method * missing } * conflict build fix * Moves cleint HandsSystem to correct folder * Moved namespace fix for interaction test * Moves Handsvisualizer ot correct folder * Moves SharedHandsSystem to correct folder * Fixes errors from moving namespace of hand systems * Fixes PDA component changes * Fixes ActionsComponent diff * Fixes inventory component diff * fixes null ref * Replaces obsolete Loc.GetString usage with fluent translations * Fluent for hands disarming * SwapHands and Drop user input specify to the server which hand * Pickup animation WorldPosiiton todo * Cleans up hands gui subscription handling * Fixes change in ActionBlockerSystem access * Namespace references fixes * HandsComponent PlayerAttached/Detached messages are handled through eventbus * Fixes GasCanisterSystem drop method usage * Fix gameticker equipping method at new location Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
150 lines
5.5 KiB
C#
150 lines
5.5 KiB
C#
using Content.Client.Examine;
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using Content.Client.Items.UI;
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using Content.Client.Storage;
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using Content.Client.Verbs;
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using Content.Shared.Cooldown;
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using Content.Shared.Input;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Client.Player;
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using Robust.Client.UserInterface;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Input;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Timing;
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namespace Content.Client.Items.Managers
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{
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public class ItemSlotManager : IItemSlotManager
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{
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
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[Dependency] private readonly IUserInterfaceManager _uiMgr = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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public bool SetItemSlot(ItemSlotButton button, IEntity? entity)
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{
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if (entity == null)
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{
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button.SpriteView.Sprite = null;
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button.StorageButton.Visible = false;
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}
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else
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{
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if (!entity.TryGetComponent(out ISpriteComponent? sprite))
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return false;
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button.ClearHover();
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button.SpriteView.Sprite = sprite;
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button.StorageButton.Visible = entity.HasComponent<ClientStorageComponent>();
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}
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return true;
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}
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public bool OnButtonPressed(GUIBoundKeyEventArgs args, IEntity? item)
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{
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if (item == null)
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return false;
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if (args.Function == ContentKeyFunctions.ExamineEntity)
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{
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_entitySystemManager.GetEntitySystem<ExamineSystem>()
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.DoExamine(item);
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}
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else if (args.Function == ContentKeyFunctions.OpenContextMenu)
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{
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_entitySystemManager.GetEntitySystem<VerbSystem>()
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.OpenContextMenu(item, _uiMgr.ScreenToUIPosition(args.PointerLocation));
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}
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else if (args.Function == ContentKeyFunctions.ActivateItemInWorld)
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{
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var inputSys = _entitySystemManager.GetEntitySystem<InputSystem>();
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var func = args.Function;
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var funcId = _inputManager.NetworkBindMap.KeyFunctionID(args.Function);
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var mousePosWorld = _eyeManager.ScreenToMap(args.PointerLocation);
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var coordinates = _mapManager.TryFindGridAt(mousePosWorld, out var grid) ? grid.MapToGrid(mousePosWorld) :
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EntityCoordinates.FromMap(_entityManager, _mapManager, mousePosWorld);
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var message = new FullInputCmdMessage(_gameTiming.CurTick, _gameTiming.TickFraction, funcId, BoundKeyState.Down,
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coordinates, args.PointerLocation, item.Uid);
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// client side command handlers will always be sent the local player session.
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var session = _playerManager.LocalPlayer?.Session;
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if (session == null)
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return false;
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inputSys.HandleInputCommand(session, func, message);
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}
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else
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{
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return false;
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}
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args.Handle();
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return true;
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}
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public void UpdateCooldown(ItemSlotButton? button, IEntity? entity)
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{
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var cooldownDisplay = button?.CooldownDisplay;
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if (cooldownDisplay == null)
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{
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return;
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}
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if (entity == null ||
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entity.Deleted ||
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!entity.TryGetComponent(out ItemCooldownComponent? cooldown) ||
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!cooldown.CooldownStart.HasValue ||
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!cooldown.CooldownEnd.HasValue)
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{
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cooldownDisplay.Visible = false;
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return;
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}
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var start = cooldown.CooldownStart.Value;
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var end = cooldown.CooldownEnd.Value;
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var length = (end - start).TotalSeconds;
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var progress = (_gameTiming.CurTime - start).TotalSeconds / length;
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var ratio = (progress <= 1 ? (1 - progress) : (_gameTiming.CurTime - end).TotalSeconds * -5);
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cooldownDisplay.Progress = MathHelper.Clamp((float) ratio, -1, 1);
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cooldownDisplay.Visible = ratio > -1f;
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}
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public void HoverInSlot(ItemSlotButton button, IEntity? entity, bool fits)
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{
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if (entity == null || !button.MouseIsHovering)
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{
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button.ClearHover();
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return;
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}
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if (!entity.HasComponent<SpriteComponent>())
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{
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return;
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}
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// Set green / red overlay at 50% transparency
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var hoverEntity = _entityManager.SpawnEntity("hoverentity", MapCoordinates.Nullspace);
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var hoverSprite = hoverEntity.GetComponent<SpriteComponent>();
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hoverSprite.CopyFrom(entity.GetComponent<SpriteComponent>());
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hoverSprite.Color = fits ? new Color(0, 255, 0, 127) : new Color(255, 0, 0, 127);
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button.HoverSpriteView.Sprite = hoverSprite;
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}
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}
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}
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