Add multi-layer in-hand and clothing support (#6740)
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60
Content.Shared/Clothing/ClothingEvents.cs
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60
Content.Shared/Clothing/ClothingEvents.cs
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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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