Files
crystall-punk-14/Content.Server/GameObjects/Components/PottedPlantHideComponent.cs

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using System.Threading.Tasks;
Add changing the amount of hands on the GUI depending on your body parts (#1406) * Multiple hands in gui first pass * Remove IHandsComponent interface * Create hand class and more hand textures * Refactor ServerHandsComponent to use a single list of hands * Seal SharedHand * Fix picked up items not showing on top of the hand buttons * Remove HandsGui buttons and panels dictionaries * Fix items in hands rendering * Fix wrong hand container comparison * Fix not updating the location of duplicate hands * Change ClientHandsComponent to use a SortedList instead of a dictionary * More merge conflict fixes * Change SortedList to List * Fix hand button order * Add item tooltip for more than 2 hands and updating when removing hands * Add add hand and remove hand command * Merge conflict fixes * Remove nullable reference type from ContainerSlot * Fix texture errors * Fix error when reaching 0 hands * Fix error when swapping hands with no hands * Merged remove hand methods * Fix item panel texture errors * Merge conflict fixes * Fix addhand and removehand command descriptions * Add properly displaying tooltips for 2 hands * Make hand indexes and locations consistent across the client and server * Add dropping held entity if a hand is removed * Change hand location to be calculated by index * Made different hand gui updates more consistent * Remove human body yml testing changes * Sanitize addhand and removehand commands * Merge conflict fixes * Remove testing changes * Revert body system changes * Add missing imports * Remove obsolete hands parameter in yml files * Fix broken import * Fix startup error and adding and removing hands on the same tick * Make hand container id use an uint In case someone gets more than 2 billion hands * Rename hand component files * Make hands state use an array
2020-07-25 15:11:16 +02:00
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Shared.Audio;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components
{
[RegisterComponent]
public class PottedPlantHideComponent : Component, IInteractUsing, IInteractHand
{
public override string Name => "PottedPlantHide";
[ViewVariables] private SecretStashComponent _secretStash = default!;
public override void Initialize()
{
base.Initialize();
_secretStash = Owner.EnsureComponent<SecretStashComponent>();
}
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
Rustle();
return _secretStash.TryHideItem(eventArgs.User, eventArgs.Using);
}
bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
{
Rustle();
var gotItem = _secretStash.TryGetItem(eventArgs.User);
if (!gotItem)
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("You root around in the roots."));
}
return gotItem;
}
private void Rustle()
{
EntitySystem.Get<AudioSystem>()
.PlayFromEntity("/Audio/Effects/plant_rustle.ogg", Owner, AudioHelpers.WithVariation(0.25f));
}
}
}