Interaction Entity System (#26)
* Interaction Entity System * ye * Update submodule * Requires engine update to function, but doesn't use shitcode * Fix conflicts * Fix conflicts but for real * Update submodule
This commit is contained in:
@@ -1,19 +1,17 @@
|
||||
using Content.Server.Interfaces.GameObjects;
|
||||
using SS14.Server.Interfaces.GameObjects;
|
||||
using SS14.Shared.GameObjects;
|
||||
using SS14.Shared.Interfaces.GameObjects.Components;
|
||||
using SS14.Shared.Log;
|
||||
using System;
|
||||
using SS14.Shared.Interfaces.GameObjects;
|
||||
|
||||
namespace Content.Server.GameObjects
|
||||
{
|
||||
public class ItemComponent : Component, IItemComponent
|
||||
public class ItemComponent : Component, IItemComponent, EntitySystems.IAttackHand
|
||||
{
|
||||
public override string Name => "Item";
|
||||
|
||||
/// <inheritdoc />
|
||||
public IInventorySlot ContainingSlot { get; private set; }
|
||||
private IInteractableComponent interactableComponent;
|
||||
|
||||
public void RemovedFromSlot()
|
||||
{
|
||||
@@ -45,38 +43,15 @@ namespace Content.Server.GameObjects
|
||||
}
|
||||
}
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
if (Owner.TryGetComponent<IInteractableComponent>(out var interactable))
|
||||
{
|
||||
interactableComponent = interactable;
|
||||
interactableComponent.OnAttackHand += InteractableComponent_OnAttackHand;
|
||||
}
|
||||
else
|
||||
{
|
||||
Logger.Error($"Item component must have an interactable component to function! Prototype: {Owner.Prototype.ID}");
|
||||
}
|
||||
base.Initialize();
|
||||
}
|
||||
|
||||
private void InteractableComponent_OnAttackHand(object sender, AttackHandEventArgs e)
|
||||
public bool Attackhand(IEntity user)
|
||||
{
|
||||
if (ContainingSlot != null)
|
||||
{
|
||||
return;
|
||||
return false;
|
||||
}
|
||||
var hands = e.User.GetComponent<IHandsComponent>();
|
||||
hands.PutInHand(this, e.HandIndex, fallback: false);
|
||||
}
|
||||
|
||||
public override void Shutdown()
|
||||
{
|
||||
if (interactableComponent != null)
|
||||
{
|
||||
interactableComponent.OnAttackHand -= InteractableComponent_OnAttackHand;
|
||||
interactableComponent = null;
|
||||
}
|
||||
base.Shutdown();
|
||||
var hands = user.GetComponent<IHandsComponent>();
|
||||
hands.PutInHand(this, hands.ActiveIndex, fallback: false);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,13 +2,11 @@
|
||||
using Content.Shared.GameObjects;
|
||||
using SS14.Server.GameObjects.Events;
|
||||
using SS14.Server.Interfaces.GameObjects;
|
||||
using SS14.Shared;
|
||||
using SS14.Shared.GameObjects;
|
||||
using SS14.Shared.Utility;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using YamlDotNet.RepresentationModel;
|
||||
using Lidgren.Network;
|
||||
using SS14.Shared.Enums;
|
||||
|
||||
namespace Content.Server.GameObjects
|
||||
|
||||
Reference in New Issue
Block a user