ECS buckle (#12586)
This commit is contained in:
@@ -1,7 +1,4 @@
|
||||
using Content.Shared.ActionBlocker;
|
||||
using Content.Shared.Buckle.Components;
|
||||
using Content.Shared.Vehicle.Components;
|
||||
using Robust.Client.GameObjects;
|
||||
|
||||
namespace Content.Client.Buckle
|
||||
{
|
||||
@@ -9,65 +6,6 @@ namespace Content.Client.Buckle
|
||||
[ComponentReference(typeof(SharedBuckleComponent))]
|
||||
public sealed class BuckleComponent : SharedBuckleComponent
|
||||
{
|
||||
[Dependency] private readonly IEntityManager _entMan = default!;
|
||||
[Dependency] private readonly IEntitySystemManager _sysMan = default!;
|
||||
|
||||
private bool _buckled;
|
||||
private int? _originalDrawDepth;
|
||||
|
||||
public override bool Buckled => _buckled;
|
||||
|
||||
public override bool TryBuckle(EntityUid user, EntityUid to)
|
||||
{
|
||||
// TODO: Prediction
|
||||
return false;
|
||||
}
|
||||
|
||||
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
|
||||
{
|
||||
if (curState is not BuckleComponentState buckle)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_buckled = buckle.Buckled;
|
||||
LastEntityBuckledTo = buckle.LastEntityBuckledTo;
|
||||
DontCollide = buckle.DontCollide;
|
||||
|
||||
_sysMan.GetEntitySystem<ActionBlockerSystem>().UpdateCanMove(Owner);
|
||||
|
||||
if (!_entMan.TryGetComponent(Owner, out SpriteComponent? ownerSprite))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (LastEntityBuckledTo != null && _entMan.HasComponent<VehicleComponent>(LastEntityBuckledTo))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Adjust draw depth when the chair faces north so that the seat back is drawn over the player.
|
||||
// Reset the draw depth when rotated in any other direction.
|
||||
// TODO when ECSing, make this a visualizer
|
||||
// This code was written before rotatable viewports were introduced, so hard-coding Direction.North
|
||||
// and comparing it against LocalRotation now breaks this in other rotations. This is a FIXME, but
|
||||
// better to get it working for most people before we look at a more permanent solution.
|
||||
if (_buckled &&
|
||||
LastEntityBuckledTo != null &&
|
||||
EntMan.GetComponent<TransformComponent>(LastEntityBuckledTo.Value).LocalRotation.GetCardinalDir() == Direction.North &&
|
||||
EntMan.TryGetComponent<SpriteComponent>(LastEntityBuckledTo, out var buckledSprite))
|
||||
{
|
||||
_originalDrawDepth ??= ownerSprite.DrawDepth;
|
||||
ownerSprite.DrawDepth = buckledSprite.DrawDepth - 1;
|
||||
return;
|
||||
}
|
||||
|
||||
// If here, we're not turning north and should restore the saved draw depth.
|
||||
if (_originalDrawDepth.HasValue)
|
||||
{
|
||||
ownerSprite.DrawDepth = _originalDrawDepth.Value;
|
||||
_originalDrawDepth = null;
|
||||
}
|
||||
}
|
||||
public int? OriginalDrawDepth { get; set; }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,18 +1,67 @@
|
||||
using Content.Client.Buckle.Strap;
|
||||
using Content.Shared.ActionBlocker;
|
||||
using Content.Shared.Buckle;
|
||||
using Content.Shared.Buckle.Components;
|
||||
using Content.Shared.Vehicle.Components;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Client.Buckle
|
||||
{
|
||||
internal sealed class BuckleSystem : SharedBuckleSystem
|
||||
{
|
||||
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<BuckleComponent, ComponentHandleState>(OnBuckleHandleState);
|
||||
|
||||
SubscribeLocalEvent<StrapComponent, ComponentHandleState>(OnStrapHandleState);
|
||||
}
|
||||
|
||||
private void OnBuckleHandleState(EntityUid uid, BuckleComponent buckle, ref ComponentHandleState args)
|
||||
{
|
||||
if (args.Current is not BuckleComponentState state)
|
||||
return;
|
||||
|
||||
buckle.Buckled = state.Buckled;
|
||||
buckle.LastEntityBuckledTo = state.LastEntityBuckledTo;
|
||||
buckle.DontCollide = state.DontCollide;
|
||||
|
||||
_actionBlocker.UpdateCanMove(uid);
|
||||
|
||||
if (!TryComp(uid, out SpriteComponent? ownerSprite))
|
||||
return;
|
||||
|
||||
if (HasComp<VehicleComponent>(buckle.LastEntityBuckledTo))
|
||||
return;
|
||||
|
||||
// Adjust draw depth when the chair faces north so that the seat back is drawn over the player.
|
||||
// Reset the draw depth when rotated in any other direction.
|
||||
// TODO when ECSing, make this a visualizer
|
||||
// This code was written before rotatable viewports were introduced, so hard-coding Direction.North
|
||||
// and comparing it against LocalRotation now breaks this in other rotations. This is a FIXME, but
|
||||
// better to get it working for most people before we look at a more permanent solution.
|
||||
if (buckle.Buckled &&
|
||||
buckle.LastEntityBuckledTo != null &&
|
||||
Transform(buckle.LastEntityBuckledTo.Value).LocalRotation.GetCardinalDir() == Direction.North &&
|
||||
TryComp<SpriteComponent>(buckle.LastEntityBuckledTo, out var buckledSprite))
|
||||
{
|
||||
buckle.OriginalDrawDepth ??= ownerSprite.DrawDepth;
|
||||
ownerSprite.DrawDepth = buckledSprite.DrawDepth - 1;
|
||||
return;
|
||||
}
|
||||
|
||||
// If here, we're not turning north and should restore the saved draw depth.
|
||||
if (buckle.OriginalDrawDepth.HasValue)
|
||||
{
|
||||
ownerSprite.DrawDepth = buckle.OriginalDrawDepth.Value;
|
||||
buckle.OriginalDrawDepth = null;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnStrapHandleState(EntityUid uid, StrapComponent component, ref ComponentHandleState args)
|
||||
{
|
||||
if (args.Current is not StrapComponentState state) return;
|
||||
|
||||
Reference in New Issue
Block a user