Functional GUI!
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using Content.Client.Interfaces.GameObjects;
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using Content.Client.UserInterface;
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using Content.Shared.GameObjects;
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using Lidgren.Network;
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using SS14.Client.Interfaces.UserInterface;
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using SS14.Client.UserInterface;
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using SS14.Shared;
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using SS14.Shared.GameObjects;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.IoC;
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using System.Collections.Generic;
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namespace Content.Client.GameObjects
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{
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public class HandsComponent : SharedHandsComponent, IHandsComponent
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{
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private readonly Dictionary<string, IEntity> hands = new Dictionary<string, IEntity>();
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public string ActiveIndex { get; private set; }
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public IEntity GetEntity(string index)
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{
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if (hands.TryGetValue(index, out var entity))
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{
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return entity;
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}
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return null;
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}
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public override void HandleComponentState(ComponentState state)
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{
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var cast = (HandsComponentState)state;
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hands.Clear();
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foreach (var hand in cast.Hands)
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{
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hands[hand.Key] = Owner.EntityManager.GetEntity(hand.Value);
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}
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ActiveIndex = cast.ActiveIndex;
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var uiMgr = (UserInterfaceManager)IoCManager.Resolve<IUserInterfaceManager>();
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if (uiMgr.GetSingleComponentByGuiComponentType(GuiComponentType.HandsUi) == null)
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{
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uiMgr.AddComponent(new HandsGui());
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}
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uiMgr.ComponentUpdate(GuiComponentType.HandsUi, this);
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}
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public void SendChangeHand(string index)
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{
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Owner.SendComponentNetworkMessage(this, NetDeliveryMethod.ReliableUnordered, index);
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}
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}
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}
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