Species Component (#130)
* Fix this fug oksure Creates the initial species component, damage states, and threshold templates and hooks them into the damageable component * More rebase fixes * test * Pre future rebase * Please * Lol * Lol2 * SHADERS * Update Engine * yml file * Fix an initialization issue, injects dependencies * Fix error in loading shaders * Makes a master character ui controller component added upon client attachment to entity and remove upon client detachment from entity * Fixes just about everytrhing * Address PJB's comments * geeze * Make overlays work in worldspace instead of screen space and not cover user interfaces * update submodule
This commit is contained in:
committed by
Pieter-Jan Briers
parent
b8becf4a56
commit
37df61113e
@@ -0,0 +1,108 @@
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using Content.Client.GameObjects.Components.Mobs;
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using Content.Shared.Input;
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using SS14.Client.Interfaces.Input;
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using SS14.Client.UserInterface.CustomControls;
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using SS14.Shared.GameObjects;
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using SS14.Shared.Input;
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using SS14.Shared.IoC;
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using SS14.Shared.Utility;
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using System.Collections.Generic;
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using System.Linq;
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namespace Content.Client.GameObjects.Components.Actor
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{
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/// <summary>
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/// A semi-abstract component which gets added to entities upon attachment and collects all character
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/// user interfaces into a single window and keybind for the user
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/// </summary>
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public class CharacterInterface : Component
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{
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public override string Name => "Character Interface Component";
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/// <summary>
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/// Stored keybind to open the menu on keypress
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/// </summary>
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private InputCmdHandler _openMenuCmdHandler;
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/// <summary>
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/// Window to hold each of the character interfaces
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/// </summary>
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private SS14Window _window;
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/// <summary>
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/// Create the window with all character UIs and bind it to a keypress
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/// </summary>
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public override void Initialize()
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{
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base.Initialize();
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//Use all the character ui interfaced components to create the character window
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var UIcomponents = Owner.GetAllComponents<ICharacterUI>();
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_window = new CharacterWindow(UIcomponents);
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//Add to screen the window and hide it
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_window.AddToScreen();
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_window.Close();
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//Toggle window visible/invisible on keypress
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_openMenuCmdHandler = InputCmdHandler.FromDelegate(session => {
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if (_window.Visible)
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{
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_window.Close();
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}
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else
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{
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_window.Open();
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}
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});
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//Set keybind to open character menu
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var inputMgr = IoCManager.Resolve<IInputManager>();
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inputMgr.SetInputCommand(ContentKeyFunctions.OpenCharacterMenu, _openMenuCmdHandler);
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}
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/// <summary>
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/// Dispose of window and the keypress binding
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/// </summary>
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public override void OnRemove()
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{
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base.OnRemove();
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_window.Dispose();
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_window = null;
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var inputMgr = IoCManager.Resolve<IInputManager>();
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inputMgr.SetInputCommand(ContentKeyFunctions.OpenCharacterMenu, null);
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}
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/// <summary>
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/// A window that collects and shows all the individual character user interfaces
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/// </summary>
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public class CharacterWindow : SS14Window
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{
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protected override ResourcePath ScenePath => new ResourcePath("/Scenes/Mobs/CharacterWindow.tscn");
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public CharacterWindow(IEnumerable<ICharacterUI> windowcomponents)
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{
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//TODO: sort window components by priority of window component
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foreach(var element in windowcomponents.OrderByDescending(x => x.Priority))
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{
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Contents.AddChild(element.Scene);
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}
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HideOnClose = true;
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}
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}
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}
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/// <summary>
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/// Determines ordering of the character user interface, small values come sooner
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/// </summary>
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public enum UIPriority
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{
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First = 0,
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Species = 100,
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Inventory = 200,
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Last = 99999
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}
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}
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31
Content.Client/GameObjects/Components/DamageableComponent.cs
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31
Content.Client/GameObjects/Components/DamageableComponent.cs
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@@ -0,0 +1,31 @@
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using Content.Shared.GameObjects;
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using SS14.Shared.GameObjects;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Interfaces.Network;
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using System.Collections.Generic;
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namespace Content.Client.GameObjects
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{
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/// <summary>
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/// Fuck I really hate doing this
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/// TODO: make sure the client only gets damageable component on the clientside entity for its player mob
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/// </summary>
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public class DamageableComponent : SharedDamageableComponent
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{
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/// <inheritdoc />
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public override string Name => "Damageable";
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public Dictionary<DamageType, int> CurrentDamage = new Dictionary<DamageType, int>();
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public override void HandleComponentState(ComponentState state)
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{
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base.HandleComponentState(state);
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if(state is DamageComponentState)
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{
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var damagestate = (DamageComponentState)state;
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CurrentDamage = damagestate.CurrentDamage;
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}
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}
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}
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}
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@@ -1,15 +1,9 @@
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using Content.Shared.GameObjects;
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using Content.Shared.Input;
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using SS14.Client.GameObjects;
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using SS14.Client.Interfaces.GameObjects.Components;
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using SS14.Client.Interfaces.Input;
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using SS14.Client.UserInterface;
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using SS14.Client.UserInterface.Controls;
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using SS14.Client.UserInterface.CustomControls;
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using SS14.Shared.GameObjects;
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using SS14.Shared.Input;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Interfaces.Network;
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using SS14.Shared.IoC;
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using SS14.Shared.Serialization;
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using SS14.Shared.Utility;
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@@ -20,21 +14,36 @@ using Content.Client.GameObjects.Components.Clothing;
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using SS14.Shared.Interfaces.Reflection;
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using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
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using static Content.Shared.GameObjects.SharedInventoryComponent.ClientInventoryMessage;
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using Content.Client.GameObjects.Components.Mobs;
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using Content.Client.GameObjects.Components.Actor;
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namespace Content.Client.GameObjects
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{
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public class ClientInventoryComponent : SharedInventoryComponent
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/// <summary>
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/// A character UI which shows items the user has equipped within his inventory
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/// </summary>
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public class ClientInventoryComponent : SharedInventoryComponent, ICharacterUI
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{
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private Dictionary<Slots, IEntity> _slots = new Dictionary<Slots, IEntity>();
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/// <summary>
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/// Holds the godot control for the inventory window
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/// </summary>
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private InventoryWindow _window;
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private string _templateName = "HumanInventory"; //stored for serialization purposes
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private InputCmdHandler _openMenuCmdHandler;
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/// <summary>
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/// Inventory template after being loaded from instance creator and string name
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/// </summary>
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private Inventory _inventory;
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private ISpriteComponent _sprite;
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//Relevant interface implementation for the character UI controller
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public Control Scene => _window;
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public UIPriority Priority => UIPriority.Inventory;
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public override void OnRemove()
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{
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base.OnRemove();
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@@ -42,22 +51,17 @@ namespace Content.Client.GameObjects
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_window.Dispose();
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}
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public override void OnAdd()
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{
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base.OnAdd();
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_openMenuCmdHandler = InputCmdHandler.FromDelegate(session => { _window.AddToScreen(); _window.Open(); });
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}
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public override void Initialize()
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{
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base.Initialize();
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//Loads inventory template
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var reflectionManager = IoCManager.Resolve<IReflectionManager>();
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var type = reflectionManager.LooseGetType(_templateName);
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DebugTools.Assert(type != null);
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_inventory = (Inventory)Activator.CreateInstance(type);
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//Creates godot control class for inventory
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_window = new InventoryWindow(this);
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_window.CreateInventory(_inventory);
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@@ -120,21 +124,6 @@ namespace Content.Client.GameObjects
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}
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}
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public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null, IComponent component = null)
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{
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var inputMgr = IoCManager.Resolve<IInputManager>();
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switch (message)
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{
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case PlayerAttachedMsg _:
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inputMgr.SetInputCommand(ContentKeyFunctions.OpenCharacterMenu, _openMenuCmdHandler);
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break;
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case PlayerDetachedMsg _:
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inputMgr.SetInputCommand(ContentKeyFunctions.OpenCharacterMenu, null);
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break;
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}
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}
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private void _setSlot(Slots slot, IEntity entity)
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{
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if (_sprite != null && entity.TryGetComponent(out ClothingComponent clothing))
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@@ -178,7 +167,7 @@ namespace Content.Client.GameObjects
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/// <summary>
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/// Temporary window to hold the basis for inventory hud
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/// </summary>
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private class InventoryWindow : SS14Window
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private class InventoryWindow : Control
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{
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private int elements_x;
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@@ -187,13 +176,11 @@ namespace Content.Client.GameObjects
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private Dictionary<Slots, InventoryButton> InventorySlots = new Dictionary<Slots, InventoryButton>(); //ordered dictionary?
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private ClientInventoryComponent InventoryComponent;
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protected override ResourcePath ScenePath => new ResourcePath("/Scenes/Inventory/HumanInventory.tscn");
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protected override ResourcePath ScenePath => new ResourcePath("/Scenes/Mobs/HumanInventory.tscn");
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public InventoryWindow(ClientInventoryComponent inventory)
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{
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InventoryComponent = inventory;
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HideOnClose = true;
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}
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/// <summary>
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@@ -203,7 +190,7 @@ namespace Content.Client.GameObjects
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{
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elements_x = inventory.Columns;
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GridContainer = (GridContainer)Contents.GetChild("PanelContainer").GetChild("CenterContainer").GetChild("GridContainer");
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GridContainer = (GridContainer)GetChild("CenterContainer").GetChild("GridContainer");
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GridContainer.Columns = elements_x;
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IndexedSlots = new List<Slots>(inventory.SlotMasks);
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@@ -304,7 +291,7 @@ namespace Content.Client.GameObjects
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public Slots Slot;
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public EntityUid EntityUid;
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protected override ResourcePath ScenePath => new ResourcePath("/Scenes/Inventory/StorageSlot.tscn");
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protected override ResourcePath ScenePath => new ResourcePath("/Scenes/Mobs/StorageSlot.tscn");
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public InventoryButton(Slots slot)
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{
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21
Content.Client/GameObjects/Components/Mobs/ICharacterUI.cs
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21
Content.Client/GameObjects/Components/Mobs/ICharacterUI.cs
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using Content.Client.GameObjects.Components.Actor;
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using SS14.Client.UserInterface;
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namespace Content.Client.GameObjects.Components.Mobs
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{
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/// <summary>
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/// An interface which is gathered to assemble the character window from multiple components
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/// </summary>
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public interface ICharacterUI
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{
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/// <summary>
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/// The godot control which holds the character user interface to be included in the window
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/// </summary>
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Control Scene { get; }
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/// <summary>
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/// The order it will appear in the character UI, higher is lower
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/// </summary>
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UIPriority Priority { get; }
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}
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}
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160
Content.Client/GameObjects/Components/Mobs/SpeciesUI.cs
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160
Content.Client/GameObjects/Components/Mobs/SpeciesUI.cs
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@@ -0,0 +1,160 @@
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using Content.Client.GameObjects.Components.Actor;
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using Content.Client.GameObjects.Components.Mobs;
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using Content.Client.Graphics.Overlays;
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using Content.Shared.GameObjects;
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using SS14.Client.GameObjects;
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using SS14.Client.Interfaces.Graphics.Overlays;
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using SS14.Client.Interfaces.ResourceManagement;
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using SS14.Client.Player;
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using SS14.Client.ResourceManagement;
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using SS14.Client.UserInterface;
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using SS14.Client.UserInterface.Controls;
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using SS14.Shared.GameObjects;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Interfaces.Network;
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using SS14.Shared.IoC;
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using SS14.Shared.Log;
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using SS14.Shared.Utility;
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using System.Collections.Generic;
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namespace Content.Client.GameObjects
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{
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/// <summary>
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/// A character UI component which shows the current damage state of the mob (living/dead)
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/// </summary>
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public class SpeciesUI : Component, ICharacterUI
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{
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public override string Name => "Species";
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public override uint? NetID => ContentNetIDs.SPECIES;
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/// <summary>
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/// Holds the godot control for the species window
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/// </summary>
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private SpeciesWindow _window;
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/// <summary>
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/// An enum representing the current state being applied to the user
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/// </summary>
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private ScreenEffects _currentEffect = ScreenEffects.None;
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// Required dependencies
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[Dependency] private readonly IOverlayManager _overlayManager;
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[Dependency] private readonly IPlayerManager _playerManager;
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//Relevant interface implementation for the character UI controller
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public Control Scene => _window;
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public UIPriority Priority => UIPriority.Species;
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/// <summary>
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/// Allows calculating if we need to act due to this component being controlled by the current mob
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/// </summary>
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private bool CurrentlyControlled => _playerManager.LocalPlayer.ControlledEntity == Owner;
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/// <summary>
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/// Holds the screen effects that can be applied mapped ot their relevant overlay
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/// </summary>
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private Dictionary<ScreenEffects, IOverlay> EffectsDictionary;
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public override void OnRemove()
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{
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base.OnRemove();
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_window.Dispose();
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}
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public override void OnAdd()
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{
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base.OnAdd();
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IoCManager.InjectDependencies(this);
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_window = new SpeciesWindow();
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EffectsDictionary = new Dictionary<ScreenEffects, IOverlay>()
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{
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{ ScreenEffects.CircleMask, new CircleMaskOverlay() },
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{ ScreenEffects.GradientCircleMask, new GradientCircleMask() }
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};
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}
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public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null, IComponent component = null)
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{
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switch (message)
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{
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case HudStateChange msg:
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if(CurrentlyControlled)
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{
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ChangeHudIcon(msg);
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}
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break;
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case PlayerAttachedMsg _:
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ApplyOverlay();
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break;
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case PlayerDetachedMsg _:
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RemoveOverlay();
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break;
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}
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}
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private void ChangeHudIcon(HudStateChange changemessage)
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{
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_window.SetIcon(changemessage);
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SetOverlay(changemessage);
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}
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private void SetOverlay(HudStateChange message)
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{
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RemoveOverlay();
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_currentEffect = message.effect;
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ApplyOverlay();
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}
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private void RemoveOverlay()
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{
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if (_currentEffect != ScreenEffects.None)
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{
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var appliedeffect = EffectsDictionary[_currentEffect];
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_overlayManager.RemoveOverlay(nameof(appliedeffect));
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}
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_currentEffect = ScreenEffects.None;
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}
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private void ApplyOverlay()
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{
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if (_currentEffect != ScreenEffects.None)
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{
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_overlayManager.AddOverlay(EffectsDictionary[_currentEffect]);
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}
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}
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private class SpeciesWindow : Control
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{
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private TextureRect _textureRect;
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protected override ResourcePath ScenePath => new ResourcePath("/Scenes/Mobs/Species.tscn");
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protected override void Initialize()
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{
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base.Initialize();
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_textureRect = (TextureRect)GetChild("TextureRect");
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}
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public void SetIcon(HudStateChange changemessage)
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{
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if (!IoCManager.Resolve<IResourceCache>().TryGetResource<TextureResource>(new ResourcePath("/Textures") / changemessage.StateSprite, out var newtexture))
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{
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Logger.Info("The Species Health Sprite {0} Does Not Exist", new ResourcePath("/Textures") / changemessage.StateSprite);
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return;
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}
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_textureRect.Texture = newtexture;
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}
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}
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}
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}
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