Add multi-layer in-hand and clothing support (#6740)

This commit is contained in:
Leon Friedrich
2022-03-02 12:29:42 +13:00
committed by GitHub
parent d088f0f02c
commit c4c238bda9
17 changed files with 529 additions and 262 deletions

View File

@@ -1,4 +1,6 @@
using System.Collections.Generic;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Client.Inventory;
using Content.Shared.CharacterAppearance;
using Content.Shared.Clothing;
@@ -9,8 +11,9 @@ using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using static Robust.Shared.GameObjects.SharedSpriteComponent;
namespace Content.Client.Clothing;
@@ -48,11 +51,94 @@ public sealed class ClothingSystem : EntitySystem
SubscribeLocalEvent<ClothingComponent, GotEquippedEvent>(OnGotEquipped);
SubscribeLocalEvent<ClothingComponent, GotUnequippedEvent>(OnGotUnequipped);
SubscribeLocalEvent<ClientInventoryComponent, ItemPrefixChangeEvent>(OnPrefixChanged);
SubscribeLocalEvent<SharedItemComponent, GetEquipmentVisualsEvent>(OnGetVisuals);
SubscribeLocalEvent<ClientInventoryComponent, VisualsChangedEvent>(OnVisualsChanged);
SubscribeLocalEvent<SpriteComponent, DidUnequipEvent>(OnDidUnequip);
}
private void OnPrefixChanged(EntityUid uid, ClientInventoryComponent component, ItemPrefixChangeEvent args)
private void OnGetVisuals(EntityUid uid, SharedItemComponent item, GetEquipmentVisualsEvent args)
{
if (!TryComp(args.Equipee, out ClientInventoryComponent? inventory))
return;
List<PrototypeLayerData>? layers = null;
// first attempt to get species specific data.
if (inventory.SpeciesId != null)
item.ClothingVisuals.TryGetValue($"{args.Slot}-{inventory.SpeciesId}", out layers);
// if that returned nothing, attempt to find generic data
if (layers == null && !item.ClothingVisuals.TryGetValue(args.Slot, out layers))
{
// No generic data either. Attempt to generate defaults from the item's RSI & item-prefixes
if (!TryGetDefaultVisuals(uid, item, args.Slot, inventory.SpeciesId, out layers))
return;
}
// add each layer to the visuals
var i = 0;
foreach (var layer in layers)
{
var key = layer.MapKeys?.FirstOrDefault();
if (key == null)
{
key = i == 0 ? args.Slot : $"{args.Slot}-{i}";
i++;
}
args.Layers.Add((key, layer));
}
}
/// <summary>
/// If no explicit clothing visuals were specified, this attempts to populate with default values.
/// </summary>
/// <remarks>
/// Useful for lazily adding clothing sprites without modifying yaml. And for backwards compatibility.
/// </remarks>
private bool TryGetDefaultVisuals(EntityUid uid, SharedItemComponent item, string slot, string? speciesId,
[NotNullWhen(true)] out List<PrototypeLayerData>? layers)
{
layers = null;
RSI? rsi = null;
if (item.RsiPath != null)
rsi = _cache.GetResource<RSIResource>(TextureRoot / item.RsiPath).RSI;
else if (TryComp(uid, out SpriteComponent? sprite))
rsi = sprite.BaseRSI;
if (rsi == null || rsi.Path == null)
return false;
var correctedSlot = slot;
TemporarySlotMap.TryGetValue(correctedSlot, out correctedSlot);
var state = (item.EquippedPrefix == null)
? $"equipped-{correctedSlot}"
: $"{item.EquippedPrefix}-equipped-{correctedSlot}";
// species specific
if (speciesId != null && rsi.TryGetState($"{state}-{speciesId}", out _))
{
state = $"{state}-{speciesId}";
}
else if (!rsi.TryGetState(state, out _))
{
return false;
}
var layer = PrototypeLayerData.New();
layer.RsiPath = rsi.Path.ToString();
layer.State = state;
layers = new() { layer };
return true;
}
private void OnVisualsChanged(EntityUid uid, ClientInventoryComponent component, VisualsChangedEvent args)
{
if (!TryComp(args.Item, out ClothingComponent? clothing) || clothing.InSlot == null)
return;
@@ -67,7 +153,19 @@ public sealed class ClothingSystem : EntitySystem
private void OnDidUnequip(EntityUid uid, SpriteComponent component, DidUnequipEvent args)
{
component.LayerSetVisible(args.Slot, false);
if (!TryComp(uid, out ClientInventoryComponent? inventory) || !TryComp(uid, out SpriteComponent? sprite))
return;
if (!inventory.VisualLayerKeys.TryGetValue(args.Slot, out var revealedLayers))
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.
foreach (var layer in revealedLayers)
{
sprite.RemoveLayer(layer);
}
revealedLayers.Clear();
}
public void InitClothing(EntityUid uid, ClientInventoryComponent? component = null, SpriteComponent? sprite = null)
@@ -76,8 +174,6 @@ public sealed class ClothingSystem : EntitySystem
foreach (var slot in slots)
{
sprite.LayerMapReserveBlank(slot.Name);
if (!_inventorySystem.TryGetSlotContainer(uid, slot.Name, out var containerSlot, out _, component) ||
!containerSlot.ContainedEntity.HasValue) continue;
@@ -89,55 +185,15 @@ public sealed class ClothingSystem : EntitySystem
{
component.InSlot = args.Slot;
if (!TryComp<SpriteComponent>(args.Equipee, out var sprite) || !TryComp<ClientInventoryComponent>(args.Equipee, out var invComp))
{
return;
}
var data = GetEquippedStateInfo(args.Equipment, args.Slot, invComp.SpeciesId, component);
if (data != null)
{
var (rsi, state) = data.Value;
sprite.LayerSetVisible(args.Slot, true);
sprite.LayerSetState(args.Slot, state, rsi);
sprite.LayerSetAutoAnimated(args.Slot, true);
if (args.Slot == "jumpsuit" && sprite.LayerMapTryGet(HumanoidVisualLayers.StencilMask, out _))
{
sprite.LayerSetState(HumanoidVisualLayers.StencilMask, component.FemaleMask switch
{
FemaleClothingMask.NoMask => "female_none",
FemaleClothingMask.UniformTop => "female_top",
_ => "female_full",
});
}
return;
}
sprite.LayerSetVisible(args.Slot, false);
RenderEquipment(args.Equipee, uid, args.Slot, clothingComponent: component);
}
private void RenderEquipment(EntityUid uid, EntityUid equipment, string slot,
ClientInventoryComponent? inventoryComponent = null, SpriteComponent? sprite = null, ClothingComponent? clothingComponent = null)
private void RenderEquipment(EntityUid equipee, EntityUid equipment, string slot,
ClientInventoryComponent? inventory = null, SpriteComponent? sprite = null, ClothingComponent? clothingComponent = null)
{
if(!Resolve(uid, ref inventoryComponent, ref sprite))
if(!Resolve(equipee, ref inventory, ref sprite) || !Resolve(equipment, ref clothingComponent, false))
return;
if (!Resolve(equipment, ref clothingComponent, false))
{
sprite.LayerSetVisible(slot, false);
return;
}
var data = GetEquippedStateInfo(equipment, slot, inventoryComponent.SpeciesId, clothingComponent);
if (data == null) return;
var (rsi, state) = data.Value;
sprite.LayerSetVisible(slot, true);
sprite.LayerSetState(slot, state, rsi);
sprite.LayerSetAutoAnimated(slot, true);
if (slot == "jumpsuit" && sprite.LayerMapTryGet(HumanoidVisualLayers.StencilMask, out _))
{
sprite.LayerSetState(HumanoidVisualLayers.StencilMask, clothingComponent.FemaleMask switch
@@ -147,34 +203,55 @@ public sealed class ClothingSystem : EntitySystem
_ => "female_full",
});
}
}
public (RSI rsi, RSI.StateId stateId)? GetEquippedStateInfo(EntityUid uid, string slot, string? speciesId=null, ClothingComponent? component = null)
{
if (!Resolve(uid, ref component))
return null;
if (component.RsiPath == null)
return null;
var rsi = _cache.GetResource<RSIResource>(SharedSpriteComponent.TextureRoot / component.RsiPath).RSI;
var correctedSlot = slot;
TemporarySlotMap.TryGetValue(correctedSlot, out correctedSlot);
var stateId = component.EquippedPrefix != null ? $"{component.EquippedPrefix}-equipped-{correctedSlot}" : $"equipped-{correctedSlot}";
if (speciesId != null)
// 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))
{
var speciesState = $"{stateId}-{speciesId}";
if (rsi.TryGetState(speciesState, out _))
foreach (var key in revealedLayers)
{
return (rsi, speciesState);
sprite.RemoveLayer(key);
}
revealedLayers.Clear();
}
if (rsi.TryGetState(stateId, out _))
else
{
return (rsi, stateId);
revealedLayers = new();
inventory.VisualLayerKeys[slot] = revealedLayers;
}
return null;
var ev = new GetEquipmentVisualsEvent(equipee, slot);
RaiseLocalEvent(equipment, ev, false);
if (ev.Layers.Count == 0)
{
RaiseLocalEvent(equipment, new EquipmentVisualsUpdatedEvent(equipee, slot, revealedLayers));
return;
}
// add the new layers
foreach (var (key, layerData) in ev.Layers)
{
if (!revealedLayers.Add(key))
{
Logger.Warning($"Duplicate key for clothing visuals: {key}. Are multiple components attempting to modify the same layer? Equipment: {ToPrettyString(equipment)}");
continue;
}
var index = sprite.LayerMapReserveBlank(key);
// 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
&& TryComp(equipment, out SpriteComponent? clothingSprite))
{
sprite.LayerSetRSI(index, clothingSprite.BaseRSI);
}
sprite.LayerSetData(index, layerData);
}
RaiseLocalEvent(equipment, new EquipmentVisualsUpdatedEvent(equipee, slot, revealedLayers));
}
}