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crystall-punk-14/Content.Client/Overlays/EquipmentHudSystem.cs

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using Content.Shared.GameTicking;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Robust.Client.Player;
using Robust.Shared.Player;
namespace Content.Client.Overlays;
/// <summary>
/// This is a base system to make it easier to enable or disabling UI elements based on whether or not the player has
/// some component, either on their controlled entity on some worn piece of equipment.
/// </summary>
public abstract class EquipmentHudSystem<T> : EntitySystem where T : IComponent
{
[Dependency] private readonly IPlayerManager _player = default!;
protected bool IsActive;
protected virtual SlotFlags TargetSlots => ~SlotFlags.POCKET;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<T, ComponentStartup>(OnStartup);
SubscribeLocalEvent<T, ComponentRemove>(OnRemove);
SubscribeLocalEvent<LocalPlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<LocalPlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<T, GotEquippedEvent>(OnCompEquip);
SubscribeLocalEvent<T, GotUnequippedEvent>(OnCompUnequip);
SubscribeLocalEvent<T, RefreshEquipmentHudEvent<T>>(OnRefreshComponentHud);
SubscribeLocalEvent<T, InventoryRelayedEvent<RefreshEquipmentHudEvent<T>>>(OnRefreshEquipmentHud);
SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRoundRestart);
}
private void Update(RefreshEquipmentHudEvent<T> ev)
{
IsActive = true;
UpdateInternal(ev);
}
public void Deactivate()
{
if (!IsActive)
return;
IsActive = false;
DeactivateInternal();
}
protected virtual void UpdateInternal(RefreshEquipmentHudEvent<T> args) { }
protected virtual void DeactivateInternal() { }
private void OnStartup(EntityUid uid, T component, ComponentStartup args)
{
RefreshOverlay(uid);
}
private void OnRemove(EntityUid uid, T component, ComponentRemove args)
{
RefreshOverlay(uid);
}
private void OnPlayerAttached(LocalPlayerAttachedEvent args)
{
RefreshOverlay(args.Entity);
}
private void OnPlayerDetached(LocalPlayerDetachedEvent args)
{
Add health bar overlays for eye equipment (#21980) * PR 1 * fix an error with health bar overlay (#1292) * Revert "Revert "Replace `ResourcePath` with `ResPath` (#15308)" (#155… (#15566) * [1612] change ShowHealthBarsComponent's DamageContainer field to a list (#1662) * fix build * no crit entities from not updating * cleanup * namespace * undu irrelevant changes * undo icon change * make health bar 1 px taller and icon 1 px shorter * fix medibot * fix comment * don't show health bar ratio when in crit * fix build * put the crit bar back * don't render healthbars for mobs that are in containers * draw more boxes without the background sprite * fine status icon for all bio mobs * add wacky mandatory things * attempt 2 * whoops wrong file * cool, this works too * move null check to top * only 1 init * security huds * remove shader * fix build after cleanup * slight cleanup * little more cleanup * Remove clothing grant component system * security HUD now shows a job icon on entities with a body * remove sec stuff and do similar changes to split off PR + remove unused comp * process comments * don't return * update to ComponentAddedOverlaySystemBase * no cache * colors and not rendering out of sight * touch ups * fix build & cleanup * undo * remove shader from icons * process comments * documentation * fix licence * validate prototype id * just use args * rename method and append in method * type * just fucken delete the command * space * undo * remove * don't use LocalPlayer * re-add showhealthbars command, but working * rename icon lists and conform health icon code to the others * space * undo * update command * oops --------- Co-authored-by: Rane <60792108+Elijahrane@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2024-01-04 17:48:57 +01:00
if (_player.LocalSession?.AttachedEntity == null)
Deactivate();
}
private void OnCompEquip(EntityUid uid, T component, GotEquippedEvent args)
{
RefreshOverlay(args.Equipee);
}
private void OnCompUnequip(EntityUid uid, T component, GotUnequippedEvent args)
{
RefreshOverlay(args.Equipee);
}
private void OnRoundRestart(RoundRestartCleanupEvent args)
{
Deactivate();
}
protected virtual void OnRefreshEquipmentHud(EntityUid uid, T component, InventoryRelayedEvent<RefreshEquipmentHudEvent<T>> args)
{
Add health bar overlays for eye equipment (#21980) * PR 1 * fix an error with health bar overlay (#1292) * Revert "Revert "Replace `ResourcePath` with `ResPath` (#15308)" (#155… (#15566) * [1612] change ShowHealthBarsComponent's DamageContainer field to a list (#1662) * fix build * no crit entities from not updating * cleanup * namespace * undu irrelevant changes * undo icon change * make health bar 1 px taller and icon 1 px shorter * fix medibot * fix comment * don't show health bar ratio when in crit * fix build * put the crit bar back * don't render healthbars for mobs that are in containers * draw more boxes without the background sprite * fine status icon for all bio mobs * add wacky mandatory things * attempt 2 * whoops wrong file * cool, this works too * move null check to top * only 1 init * security huds * remove shader * fix build after cleanup * slight cleanup * little more cleanup * Remove clothing grant component system * security HUD now shows a job icon on entities with a body * remove sec stuff and do similar changes to split off PR + remove unused comp * process comments * don't return * update to ComponentAddedOverlaySystemBase * no cache * colors and not rendering out of sight * touch ups * fix build & cleanup * undo * remove shader from icons * process comments * documentation * fix licence * validate prototype id * just use args * rename method and append in method * type * just fucken delete the command * space * undo * remove * don't use LocalPlayer * re-add showhealthbars command, but working * rename icon lists and conform health icon code to the others * space * undo * update command * oops --------- Co-authored-by: Rane <60792108+Elijahrane@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2024-01-04 17:48:57 +01:00
OnRefreshComponentHud(uid, component, args.Args);
}
protected virtual void OnRefreshComponentHud(EntityUid uid, T component, RefreshEquipmentHudEvent<T> args)
{
args.Active = true;
Add health bar overlays for eye equipment (#21980) * PR 1 * fix an error with health bar overlay (#1292) * Revert "Revert "Replace `ResourcePath` with `ResPath` (#15308)" (#155… (#15566) * [1612] change ShowHealthBarsComponent's DamageContainer field to a list (#1662) * fix build * no crit entities from not updating * cleanup * namespace * undu irrelevant changes * undo icon change * make health bar 1 px taller and icon 1 px shorter * fix medibot * fix comment * don't show health bar ratio when in crit * fix build * put the crit bar back * don't render healthbars for mobs that are in containers * draw more boxes without the background sprite * fine status icon for all bio mobs * add wacky mandatory things * attempt 2 * whoops wrong file * cool, this works too * move null check to top * only 1 init * security huds * remove shader * fix build after cleanup * slight cleanup * little more cleanup * Remove clothing grant component system * security HUD now shows a job icon on entities with a body * remove sec stuff and do similar changes to split off PR + remove unused comp * process comments * don't return * update to ComponentAddedOverlaySystemBase * no cache * colors and not rendering out of sight * touch ups * fix build & cleanup * undo * remove shader from icons * process comments * documentation * fix licence * validate prototype id * just use args * rename method and append in method * type * just fucken delete the command * space * undo * remove * don't use LocalPlayer * re-add showhealthbars command, but working * rename icon lists and conform health icon code to the others * space * undo * update command * oops --------- Co-authored-by: Rane <60792108+Elijahrane@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2024-01-04 17:48:57 +01:00
args.Components.Add(component);
}
private void RefreshOverlay(EntityUid uid)
{
Add health bar overlays for eye equipment (#21980) * PR 1 * fix an error with health bar overlay (#1292) * Revert "Revert "Replace `ResourcePath` with `ResPath` (#15308)" (#155… (#15566) * [1612] change ShowHealthBarsComponent's DamageContainer field to a list (#1662) * fix build * no crit entities from not updating * cleanup * namespace * undu irrelevant changes * undo icon change * make health bar 1 px taller and icon 1 px shorter * fix medibot * fix comment * don't show health bar ratio when in crit * fix build * put the crit bar back * don't render healthbars for mobs that are in containers * draw more boxes without the background sprite * fine status icon for all bio mobs * add wacky mandatory things * attempt 2 * whoops wrong file * cool, this works too * move null check to top * only 1 init * security huds * remove shader * fix build after cleanup * slight cleanup * little more cleanup * Remove clothing grant component system * security HUD now shows a job icon on entities with a body * remove sec stuff and do similar changes to split off PR + remove unused comp * process comments * don't return * update to ComponentAddedOverlaySystemBase * no cache * colors and not rendering out of sight * touch ups * fix build & cleanup * undo * remove shader from icons * process comments * documentation * fix licence * validate prototype id * just use args * rename method and append in method * type * just fucken delete the command * space * undo * remove * don't use LocalPlayer * re-add showhealthbars command, but working * rename icon lists and conform health icon code to the others * space * undo * update command * oops --------- Co-authored-by: Rane <60792108+Elijahrane@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2024-01-04 17:48:57 +01:00
if (uid != _player.LocalSession?.AttachedEntity)
return;
var ev = new RefreshEquipmentHudEvent<T>(TargetSlots);
RaiseLocalEvent(uid, ev);
if (ev.Active)
Update(ev);
else
Deactivate();
}
}