get that crap outta here (completely rewrites inventorysystem) (#5807)
* some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable™️ * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge™️ * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
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@@ -9,10 +9,10 @@ namespace Content.Client.Items.Managers
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{
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bool OnButtonPressed(GUIBoundKeyEventArgs args, EntityUid item);
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void UpdateCooldown(ItemSlotButton? cooldownTexture, EntityUid entity);
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bool SetItemSlot(ItemSlotButton button, EntityUid entity);
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bool SetItemSlot(ItemSlotButton button, EntityUid? entity);
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void HoverInSlot(ItemSlotButton button, EntityUid entity, bool fits);
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event Action<EntitySlotHighlightedEventArgs>? EntityHighlightedUpdated;
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bool IsHighlighted(EntityUid uid);
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bool IsHighlighted(EntityUid? uid);
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/// <summary>
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/// Highlight all slot controls that contain the specified entity.
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@@ -28,9 +28,9 @@ namespace Content.Client.Items.Managers
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public event Action<EntitySlotHighlightedEventArgs>? EntityHighlightedUpdated;
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public bool SetItemSlot(ItemSlotButton button, EntityUid entity)
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public bool SetItemSlot(ItemSlotButton button, EntityUid? entity)
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{
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if (entity == default)
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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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@@ -141,9 +141,10 @@ namespace Content.Client.Items.Managers
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button.HoverSpriteView.Sprite = hoverSprite;
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}
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public bool IsHighlighted(EntityUid uid)
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public bool IsHighlighted(EntityUid? uid)
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{
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return _highlightEntities.Contains(uid);
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if (uid == null) return false;
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return _highlightEntities.Contains(uid.Value);
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}
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public void HighlightEntity(EntityUid uid)
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