Fix drone hat offset (#6978)

This commit is contained in:
Leon Friedrich
2022-03-04 18:02:53 +13:00
committed by GitHub
parent 255865b7b7
commit 593f890b73
9 changed files with 39 additions and 17 deletions

View File

@@ -10,9 +10,7 @@ using Content.Shared.Item;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using static Robust.Client.GameObjects.SpriteComponent;
using static Robust.Shared.GameObjects.SharedSpriteComponent;
namespace Content.Client.Clothing;
@@ -204,6 +202,9 @@ public sealed class ClothingSystem : EntitySystem
});
}
if (!_inventorySystem.TryGetSlot(equipee, slot, out var slotDef, inventory))
return;
// Remove old layers. We could also just set them to invisible, but as items may add arbitrary layers, this
// may eventually bloat the player with lots of invisible layers.
if (inventory.VisualLayerKeys.TryGetValue(slot, out var revealedLayers))
@@ -239,17 +240,20 @@ public sealed class ClothingSystem : EntitySystem
}
var index = sprite.LayerMapReserveBlank(key);
if (sprite[index] is not Layer layer)
return;
// In case no RSI is given, use the item's base RSI as a default. This cuts down on a lot of unnecessary yaml entries.
if (layerData.RsiPath == null
&& layerData.TexturePath == null
&& sprite[index].Rsi == null
&& layer.RSI == null
&& TryComp(equipment, out SpriteComponent? clothingSprite))
{
sprite.LayerSetRSI(index, clothingSprite.BaseRSI);
layer.SetRsi(clothingSprite.BaseRSI);
}
sprite.LayerSetData(index, layerData);
layer.Offset += slotDef.Offset;
}
RaiseLocalEvent(equipment, new EquipmentVisualsUpdatedEvent(equipee, slot, revealedLayers));

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@@ -1,7 +1,4 @@
using Content.Shared.Hands.Components;
using Robust.Shared.Analyzers;
using Robust.Shared.GameObjects;
using System.Collections.Generic;
namespace Content.Client.Hands
{
@@ -10,6 +7,12 @@ namespace Content.Client.Hands
[Friend(typeof(HandsSystem))]
public sealed class HandsComponent : SharedHandsComponent
{
/// <summary>
/// Whether or not to add in-hand sprites for held items. Some entities (e.g., drones) don't want these.
/// </summary>
[DataField("showInHands")]
public bool ShowInHands = true;
public HandsGui? Gui { get; set; }
/// <summary>

View File

@@ -203,6 +203,9 @@ namespace Content.Client.Hands
if (uid == _playerManager.LocalPlayer?.ControlledEntity)
UpdateGui();
if (!handComp.ShowInHands)
return;
// Remove old layers. We could also just set them to invisible, but as items may add arbitrary layers, this
// may eventually bloat the player with lots of layers.
if (handComp.RevealedLayers.TryGetValue(hand.Location, out var revealedLayers))

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@@ -1,5 +1,3 @@
using System.Collections.Generic;
using Robust.Shared.GameObjects;
using static Robust.Shared.GameObjects.SharedSpriteComponent;
namespace Content.Shared.Clothing;
@@ -7,7 +5,7 @@ namespace Content.Shared.Clothing;
/// <summary>
/// Raised directed at a piece of clothing to get the set of layers to show on the wearer's sprite
/// </summary>
public class GetEquipmentVisualsEvent : EntityEventArgs
public sealed class GetEquipmentVisualsEvent : EntityEventArgs
{
/// <summary>
/// Entity that is wearing the item.
@@ -37,7 +35,7 @@ public class GetEquipmentVisualsEvent : EntityEventArgs
/// <remarks>
/// Useful for systems/components that modify the visual layers that an item adds to a player. (e.g. RGB memes)
/// </remarks>
public class EquipmentVisualsUpdatedEvent : EntityEventArgs
public sealed class EquipmentVisualsUpdatedEvent : EntityEventArgs
{
/// <summary>
/// Entity that is wearing the item.

View File

@@ -34,6 +34,11 @@ public sealed class SlotDefinition
[DataField("dependsOn")] public string? DependsOn { get; }
[DataField("displayName", required: true)] public string DisplayName { get; } = string.Empty;
/// <summary>
/// Offset for the clothing sprites.
/// </summary>
[DataField("offset")] public Vector2 Offset { get; } = Vector2.Zero;
}
public enum SlotUIContainer

View File

@@ -575,7 +575,7 @@
- type: SentienceTarget
flavorKind: primate
- type: Inventory
templateId: head
templateId: monkey
- type: Strippable
- type: UserInterface
interfaces:

View File

@@ -52,6 +52,7 @@
- type: Physics
bodyType: KinematicController
- type: Hands
showInHands: false
- type: Body
template: DroneTemplate
preset: DronePreset
@@ -77,7 +78,7 @@
- type: NameIdentifier
group: Drone
- type: Inventory
templateId: head
templateId: drone
- type: Strippable
- type: UserInterface
interfaces:
@@ -105,8 +106,6 @@
layers:
- state: shell
sprite: Mobs/Silicon/drone.rsi
- map: [ "head" ]
offset: 0, -0.45
- type: MovementIgnoreGravity
- type: Fixtures
fixtures:

View File

@@ -1,5 +1,5 @@
- type: inventoryTemplate
id: head
id: drone
slots:
- name: head
slotTexture: head
@@ -7,3 +7,4 @@
uiContainer: BottomLeft
uiWindowPos: 0,0
displayName: Head
offset: 0, -0.45

View File

@@ -0,0 +1,9 @@
- type: inventoryTemplate
id: monkey
slots:
- name: head
slotTexture: head
slotFlags: HEAD
uiContainer: BottomLeft
uiWindowPos: 0,0
displayName: Head