The power of componentdependencies (#2211)
* stuff * bucklemeup * powerreceiver * things * Update RobustToolbox * Fix nullability errors Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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@@ -1,8 +1,11 @@
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using Content.Shared.GameObjects.Components.ActionBlocking;
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#nullable enable
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using Content.Shared.GameObjects.Components.ActionBlocking;
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using Content.Shared.Preferences.Appearance;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.ComponentDependencies;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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@@ -12,9 +15,11 @@ namespace Content.Client.GameObjects.Components.ActionBlocking
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public class CuffableComponent : SharedCuffableComponent
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{
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[ViewVariables]
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private string _currentRSI = default;
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private string _currentRSI = default!;
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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[ViewVariables] [ComponentDependency] private readonly SpriteComponent? _spriteComponent = null;
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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if (!(curState is CuffableComponentState cuffState))
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{
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@@ -23,23 +28,23 @@ namespace Content.Client.GameObjects.Components.ActionBlocking
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CanStillInteract = cuffState.CanStillInteract;
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if (Owner.TryGetComponent<SpriteComponent>(out var sprite))
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if (_spriteComponent != null)
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{
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sprite.LayerSetVisible(HumanoidVisualLayers.Handcuffs, cuffState.NumHandsCuffed > 0);
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sprite.LayerSetColor(HumanoidVisualLayers.Handcuffs, cuffState.Color);
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_spriteComponent.LayerSetVisible(HumanoidVisualLayers.Handcuffs, cuffState.NumHandsCuffed > 0);
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_spriteComponent.LayerSetColor(HumanoidVisualLayers.Handcuffs, cuffState.Color);
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if (cuffState.NumHandsCuffed > 0)
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{
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if (_currentRSI != cuffState.RSI) // we don't want to keep loading the same RSI
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{
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_currentRSI = cuffState.RSI;
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sprite.LayerSetState(HumanoidVisualLayers.Handcuffs, new RSI.StateId(cuffState.IconState), new ResourcePath(cuffState.RSI));
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_spriteComponent.LayerSetState(HumanoidVisualLayers.Handcuffs, new RSI.StateId(cuffState.IconState), new ResourcePath(cuffState.RSI));
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}
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else
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{
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sprite.LayerSetState(HumanoidVisualLayers.Handcuffs, new RSI.StateId(cuffState.IconState)); // TODO: safety check to see if RSI contains the state?
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_spriteComponent.LayerSetState(HumanoidVisualLayers.Handcuffs, new RSI.StateId(cuffState.IconState)); // TODO: safety check to see if RSI contains the state?
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}
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}
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}
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}
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}
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@@ -47,10 +52,7 @@ namespace Content.Client.GameObjects.Components.ActionBlocking
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{
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base.OnRemove();
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if (Owner.TryGetComponent<SpriteComponent>(out var sprite))
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{
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sprite.LayerSetVisible(HumanoidVisualLayers.Handcuffs, false);
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}
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_spriteComponent?.LayerSetVisible(HumanoidVisualLayers.Handcuffs, false);
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}
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}
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}
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