Add multi-layer in-hand and clothing support (#6740)
This commit is contained in:
60
Content.Shared/Clothing/ClothingEvents.cs
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60
Content.Shared/Clothing/ClothingEvents.cs
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@@ -0,0 +1,60 @@
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using System.Collections.Generic;
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using Robust.Shared.GameObjects;
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using static Robust.Shared.GameObjects.SharedSpriteComponent;
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namespace Content.Shared.Clothing;
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/// <summary>
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/// Raised directed at a piece of clothing to get the set of layers to show on the wearer's sprite
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/// </summary>
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public class GetEquipmentVisualsEvent : EntityEventArgs
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{
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/// <summary>
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/// Entity that is wearing the item.
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/// </summary>
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public readonly EntityUid Equipee;
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public readonly string Slot;
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/// <summary>
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/// The layers that will be added to the entity that is wearing this item.
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/// </summary>
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/// <remarks>
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/// Note that the actual ordering of the layers depends on the order in which they are added to this list;
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/// </remarks>
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public List<(string, PrototypeLayerData)> Layers = new();
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public GetEquipmentVisualsEvent(EntityUid equipee, string slot)
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{
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Equipee = equipee;
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Slot = slot;
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}
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}
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/// <summary>
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/// Raised directed at a piece of clothing after its visuals have been updated.
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/// </summary>
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/// <remarks>
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/// Useful for systems/components that modify the visual layers that an item adds to a player. (e.g. RGB memes)
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/// </remarks>
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public class EquipmentVisualsUpdatedEvent : EntityEventArgs
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{
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/// <summary>
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/// Entity that is wearing the item.
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/// </summary>
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public readonly EntityUid Equipee;
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public readonly string Slot;
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/// <summary>
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/// The layers that this item is now revealing.
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/// </summary>
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public HashSet<string> RevealedLayers;
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public EquipmentVisualsUpdatedEvent(EntityUid equipee, string slot, HashSet<string> revealedLayers)
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{
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Equipee = equipee;
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Slot = slot;
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RevealedLayers = revealedLayers;
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}
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}
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@@ -1,4 +1,5 @@
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using System;
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using Content.Shared.Item;
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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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@@ -40,7 +41,7 @@ namespace Content.Shared.Hands.Components
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// update hands GUI with new entity.
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if (Owner.TryGetContainer(out var containter))
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EntitySystem.Get<SharedHandsSystem>().UpdateHandVisuals(containter.Owner);
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EntitySystem.Get<SharedItemSystem>().VisualsChanged(Owner);
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}
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[Serializable, NetSerializable]
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@@ -3,8 +3,6 @@ using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Database;
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using Content.Shared.Interaction;
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using Content.Shared.Item;
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using Robust.Shared.Containers;
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@@ -18,6 +16,7 @@ using Robust.Shared.Physics;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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using static Robust.Shared.GameObjects.SharedSpriteComponent;
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namespace Content.Shared.Hands.Components
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{
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@@ -709,47 +708,6 @@ namespace Content.Shared.Hands.Components
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}
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}
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#region visualizerData
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[Serializable, NetSerializable]
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public enum HandsVisuals : byte
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{
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VisualState
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}
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[Serializable, NetSerializable]
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public sealed class HandsVisualState : ICloneable
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{
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public List<HandVisualState> Hands { get; } = new();
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public HandsVisualState(List<HandVisualState> hands)
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{
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Hands = hands;
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}
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public object Clone()
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{
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return new HandsVisualState(new List<HandVisualState>(Hands));
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}
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}
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[Serializable, NetSerializable]
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public struct HandVisualState
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{
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public string RsiPath { get; }
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public string? EquippedPrefix { get; }
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public HandLocation Location { get; }
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public Color Color { get; }
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public HandVisualState(string rsiPath, string? equippedPrefix, HandLocation location, Color color)
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{
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RsiPath = rsiPath;
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EquippedPrefix = equippedPrefix;
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Location = location;
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Color = color;
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}
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}
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#endregion
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[Serializable, NetSerializable]
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public sealed class Hand
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{
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@@ -1,13 +1,67 @@
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using System;
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using System.Collections.Generic;
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using Content.Shared.Hands.Components;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using static Robust.Shared.GameObjects.SharedSpriteComponent;
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namespace Content.Shared.Hands
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{
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/// <summary>
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/// Raised directed at an item that needs to update its in-hand sprites/layers.
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/// </summary>
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public class GetInhandVisualsEvent : EntityEventArgs
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{
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/// <summary>
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/// Entity that owns the hand holding the item.
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/// </summary>
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public readonly EntityUid User;
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public readonly HandLocation Location;
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/// <summary>
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/// The layers that will be added to the entity that is holding this item.
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/// </summary>
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/// <remarks>
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/// Note that the actual ordering of the layers depends on the order in which they are added to this list;
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/// </remarks>
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public List<(string, PrototypeLayerData)> Layers = new();
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public GetInhandVisualsEvent(EntityUid user, HandLocation location)
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{
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User = user;
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Location = location;
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}
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}
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/// <summary>
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/// Raised directed at an item after its visuals have been updated.
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/// </summary>
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/// <remarks>
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/// Useful for systems/components that modify the visual layers that an item adds to a player. (e.g. RGB memes)
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/// </remarks>
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public class HeldVisualsUpdatedEvent : EntityEventArgs
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{
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/// <summary>
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/// Entity that is holding the item.
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/// </summary>
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public readonly EntityUid User;
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/// <summary>
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/// The layers that this item is now revealing.
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/// </summary>
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public HashSet<string> RevealedLayers;
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public HeldVisualsUpdatedEvent(EntityUid user, HashSet<string> revealedLayers)
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{
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User = user;
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RevealedLayers = revealedLayers;
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}
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}
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/// <summary>
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/// Raised when an entity item in a hand is deselected.
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/// </summary>
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@@ -2,7 +2,6 @@ using Content.Shared.Administration.Logs;
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using Content.Shared.Database;
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using Content.Shared.Hands.Components;
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using Content.Shared.Input;
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using Content.Shared.Item;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Input.Binding;
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@@ -11,7 +10,6 @@ using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Players;
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using System.Collections.Generic;
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namespace Content.Shared.Hands
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{
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@@ -25,8 +23,7 @@ namespace Content.Shared.Hands
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SubscribeAllEvent<RequestSetHandEvent>(HandleSetHand);
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SubscribeLocalEvent<SharedHandsComponent, EntRemovedFromContainerMessage>(HandleContainerRemoved);
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SubscribeLocalEvent<SharedHandsComponent, EntInsertedIntoContainerMessage>(HandleContainerModified);
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SubscribeLocalEvent<SharedHandsComponent, ItemPrefixChangeEvent>(OnPrefixChanged);
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SubscribeLocalEvent<SharedHandsComponent, EntInsertedIntoContainerMessage>(HandleContainerInserted);
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.Drop, new PointerInputCmdHandler(DropPressed))
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@@ -34,15 +31,6 @@ namespace Content.Shared.Hands
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.Register<SharedHandsSystem>();
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}
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private void OnPrefixChanged(EntityUid uid, SharedHandsComponent component, ItemPrefixChangeEvent args)
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{
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// update hands visuals if this item is in a hand (rather then inventory or other container).
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if (component.HasHand(args.ContainerId))
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{
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UpdateHandVisuals(uid, component);
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}
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}
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public override void Shutdown()
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{
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base.Shutdown();
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@@ -141,43 +129,25 @@ namespace Content.Shared.Hands
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public abstract void PickupAnimation(EntityUid item, EntityCoordinates initialPosition, Vector2 finalPosition,
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EntityUid? exclude);
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#endregion
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protected virtual void HandleContainerRemoved(EntityUid uid, SharedHandsComponent component, ContainerModifiedMessage args)
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{
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HandleContainerModified(uid, component, args);
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}
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#endregion
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#region visuals
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private void HandleContainerModified(EntityUid uid, SharedHandsComponent hands, ContainerModifiedMessage args)
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protected virtual void HandleContainerModified(EntityUid uid, SharedHandsComponent hands, ContainerModifiedMessage args)
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{
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UpdateHandVisuals(uid, hands);
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// client updates hand visuals here.
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}
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/// <summary>
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/// Update the In-Hand sprites
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/// </summary>
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public virtual void UpdateHandVisuals(EntityUid uid, SharedHandsComponent? handComp = null, AppearanceComponent? appearance = null)
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private void HandleContainerInserted(EntityUid uid, SharedHandsComponent component, EntInsertedIntoContainerMessage args)
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{
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if (!Resolve(uid, ref handComp, ref appearance, false))
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return;
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// un-rotate entities. needed for things like directional flashlights
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Transform(args.Entity).LocalRotation = 0;
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var handsVisuals = new List<HandVisualState>();
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foreach (var hand in handComp.Hands)
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{
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if (hand.HeldEntity == null)
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continue;
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if (!TryComp(hand.HeldEntity.Value, out SharedItemComponent? item) || item.RsiPath == null)
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continue;
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var handState = new HandVisualState(item.RsiPath, item.EquippedPrefix, hand.Location, item.Color);
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handsVisuals.Add(handState);
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}
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appearance.SetData(HandsVisuals.VisualState, new HandsVisualState(handsVisuals));
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HandleContainerModified(uid, component, args);
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}
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#endregion
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private void HandleSetHand(RequestSetHandEvent msg, EntitySessionEventArgs eventArgs)
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{
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@@ -53,6 +53,9 @@ public abstract partial class InventorySystem
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if(!TryGetSlot(uid, args.Container.ID, out var slotDef, inventory: component))
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return;
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// un-rotate entities. needed for things like directional flashlights on hardsuit helmets
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Transform(args.Entity).LocalRotation = 0;
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var equippedEvent = new DidEquipEvent(uid, args.Entity, slotDef);
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RaiseLocalEvent(uid, equippedEvent);
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@@ -1,11 +1,10 @@
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using System;
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using Content.Shared.Hands;
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using System.Collections.Generic;
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using Content.Shared.Hands.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Helpers;
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using Content.Shared.Inventory;
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using Content.Shared.Sound;
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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.IoC;
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@@ -13,6 +12,7 @@ using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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using static Robust.Shared.GameObjects.SharedSpriteComponent;
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namespace Content.Shared.Item
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{
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@@ -40,10 +40,18 @@ namespace Content.Shared.Item
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[DataField("size")]
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private int _size;
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[DataField("inhandVisuals")]
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public Dictionary<HandLocation, List<PrototypeLayerData>> InhandVisuals = new();
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[DataField("clothingVisuals")]
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public Dictionary<string, List<PrototypeLayerData>> ClothingVisuals = new();
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/// <summary>
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/// Part of the state of the sprite shown on the player when this item is in their hands.
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/// Part of the state of the sprite shown on the player when this item is in their hands or inventory.
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/// </summary>
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// todo paul make this update slotvisuals on client on change
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/// <remarks>
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/// Only used if <see cref="InhandVisuals"/> or <see cref="ClothingVisuals"/> are unspecified.
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite)]
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public string? EquippedPrefix
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{
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@@ -51,7 +59,7 @@ namespace Content.Shared.Item
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set
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{
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_equippedPrefix = value;
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OnEquippedPrefixChange();
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EntitySystem.Get<SharedItemSystem>().VisualsChanged(Owner, this);
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Dirty();
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}
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}
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@@ -65,6 +73,7 @@ namespace Content.Shared.Item
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[DataField("EquipSound")]
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public SoundSpecifier? EquipSound { get; set; } = default!;
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// TODO REMOVE. Currently nonfunctional and only used by RGB system. #6253 Fixes this but requires #6252
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/// <summary>
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/// Color of the sprite shown on the player when this item is in their hands.
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/// </summary>
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@@ -82,20 +91,11 @@ namespace Content.Shared.Item
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private Color _color = Color.White;
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/// <summary>
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/// Rsi of the sprite shown on the player when this item is in their hands.
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/// Rsi of the sprite shown on the player when this item is in their hands. Used to generate a default entry for <see cref="InhandVisuals"/>
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public string? RsiPath
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{
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get => _rsiPath;
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set
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{
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_rsiPath = value;
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Dirty();
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}
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}
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[DataField("sprite")]
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private string? _rsiPath;
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public readonly string? RsiPath;
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bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
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{
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@@ -113,12 +113,6 @@ namespace Content.Shared.Item
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return hands.TryPickupEntityToActiveHand(Owner, animateUser: true);
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}
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private void OnEquippedPrefixChange()
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{
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if (Owner.TryGetContainer(out var container))
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_entMan.EventBus.RaiseLocalEvent(container.Owner, new ItemPrefixChangeEvent(Owner, container.ID));
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}
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public void RemovedFromSlot()
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{
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if (_entMan.TryGetComponent(Owner, out SharedSpriteComponent component))
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@@ -137,29 +131,25 @@ namespace Content.Shared.Item
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{
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public int Size { get; }
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public string? EquippedPrefix { get; }
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public Color Color { get; }
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public string? RsiPath { get; }
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public ItemComponentState(int size, string? equippedPrefix, Color color, string? rsiPath)
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public ItemComponentState(int size, string? equippedPrefix)
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{
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Size = size;
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EquippedPrefix = equippedPrefix;
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Color = color;
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RsiPath = rsiPath;
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}
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}
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/// <summary>
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/// Raised when an item's EquippedPrefix is changed. The event is directed at the entity that contains this item, so
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/// that it can properly update its sprite/GUI.
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/// Raised when an item's visual state is changed. The event is directed at the entity that contains this item, so
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/// that it can properly update its hands or inventory sprites and GUI.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class ItemPrefixChangeEvent : EntityEventArgs
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public sealed class VisualsChangedEvent : EntityEventArgs
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{
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public readonly EntityUid Item;
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public readonly string ContainerId;
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public ItemPrefixChangeEvent(EntityUid item, string containerId)
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public VisualsChangedEvent(EntityUid item, string containerId)
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{
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Item = item;
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ContainerId = containerId;
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@@ -4,10 +4,11 @@ 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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using System;
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namespace Content.Shared.Item
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{
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public sealed class ItemSystem : EntitySystem
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public abstract class SharedItemSystem : EntitySystem
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{
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public override void Initialize()
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{
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@@ -28,13 +29,11 @@ namespace Content.Shared.Item
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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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args.State = new ItemComponentState(component.Size, component.EquippedPrefix);
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}
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// Although netsync is being set to false for items client can still update these
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@@ -75,5 +74,11 @@ namespace Content.Shared.Item
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args.Verbs.Add(verb);
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}
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/// <summary>
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/// Notifies any entity that is holding or wearing this item that they may need to update their sprite.
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/// </summary>
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public virtual void VisualsChanged(EntityUid owner, SharedItemComponent? item = null)
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{ }
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}
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}
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Reference in New Issue
Block a user