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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@@ -1,6 +1,8 @@
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using Content.Shared.Inventory.Events;
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using Content.Shared.Verbs;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Localization;
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namespace Content.Shared.Item
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@@ -11,6 +13,38 @@ namespace Content.Shared.Item
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{
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base.Initialize();
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SubscribeLocalEvent<SharedItemComponent, GetInteractionVerbsEvent>(AddPickupVerb);
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SubscribeLocalEvent<SharedSpriteComponent, GotEquippedEvent>(OnEquipped);
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SubscribeLocalEvent<SharedSpriteComponent, GotUnequippedEvent>(OnUnequipped);
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SubscribeLocalEvent<SharedItemComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<SharedItemComponent, ComponentHandleState>(OnHandleState);
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}
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private void OnHandleState(EntityUid uid, SharedItemComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not ItemComponentState state)
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return;
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component.Size = state.Size;
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component.EquippedPrefix = state.EquippedPrefix;
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component.Color = state.Color;
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component.RsiPath = state.RsiPath;
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}
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private void OnGetState(EntityUid uid, SharedItemComponent component, ref ComponentGetState args)
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{
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args.State = new ItemComponentState(component.Size, component.EquippedPrefix, component.Color, component.RsiPath);
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}
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private void OnUnequipped(EntityUid uid, SharedSpriteComponent component, GotUnequippedEvent args)
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{
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component.Visible = true;
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}
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private void OnEquipped(EntityUid uid, SharedSpriteComponent component, GotEquippedEvent args)
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{
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component.Visible = false;
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}
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private void AddPickupVerb(EntityUid uid, SharedItemComponent component, GetInteractionVerbsEvent args)
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