2021-06-21 02:13:54 +02:00
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using System.Linq;
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2023-07-08 14:08:32 +10:00
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using System.Numerics;
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2023-07-13 20:20:46 +10:00
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using Content.Client.Alerts;
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Humanoid appearance refactor (#10882)
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component
* adds a tool to convert sprite accessories to markings (in go)
* removes a fmt call
* converts sprite accessory to markings
* adds hair and facial hair to marking categories
* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system
* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little
* squishes the initialize event calls into one function
adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)
* makes the sprite pipeline more obvious
* apply all markings, hidden layer set replacement
* ensures that markings are cleared when the new set is applied
* starts refactoring markingsset (unfinished)
* more additions to the markingset api
* adds constructor logic to markingset
* adds a method to filter out markings in a set based on a given species
* fixes enumerators in markingset
* adds validator into MarkingSet, fixes ForwardMarkingEnumerator
* modifications to the humanoid visual system
* ensuredefault in markingset
* oop
* fixes up data keys, populates OnAppearanceChange in visualizer
* changes to humanoid component, markings
marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent
* markings are now applied the visualizer by diffing them
* base sprites are now applied to humanoids from humanoidvisualizer
* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)
* custom base layers on humanoids
* merges all data keys into one data class for humanoid visualizers
* setappearance in sharedhumanoidsystem, removes custombaselayercolors
* humanoidcomponent, system (empty) in server
* adds some basic public API functions to HumanoidSystem
* add marking, remove marking
* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem
* ensuredefaultmarkings, oninit for humanoids
* markingmanager API changes
* removes MarkingsSet
* LoadProfile, adjusts randomization in humanoid appearance to account for species
* base layer settings in humanoidsystem, eye color from profile
* rearranges files to centralize under Humanoid namespace
* more reorganization, deletes some stuff
gotta break stuff to make other things work, right?
goodbye SpriteAccessory...
* fixes a good chunk of server-side issues
still does not compile, yet
* singlemarkingpicker xaml layout
* singlemarkingpicker logic
* magic mirror window (varying pieces of it, mostly client-oriented)
* removes some imports, gives MagicMirror a BUI class (not filled in yet)
* populates magic mirror BUI functionality / window callbacks
* fixes up some errors in humanoidprofileeditor
* changes to SingleMarkingPicker
SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category
* fixes up hair pickers on humanoid profile editor
* fixes the errors in markingpicker
* markingsystem is now gone
* fixes a bunch of build errors
* so that's why i did it like that
* namespace issues, adds robustxamlloader to singlemarkingpicker
* another robustxamlloader
* human, lizard sprites/points
* prototype fixes, deletion of old spriteaccessory
* component registration, fixes dwarf skin toning
no, 'ReptilianToned' does not exist
* removes component registration from abstract humanoid component
* visualizer data now cloneable
* serialize for visualizer key
* zero-count edge case
* missing semi-colon moment
* setspecies in humanoidsystem
* ensures that default markings, if empty, will cause ensuredefault to skip over that given category
* tryadd instead of add
* whoops
* diff and apply should properly apply markings now
* always ensure default, fixes double load for player spawning
* apply skin color now sets the skin color property in humanoidcomponent
* removes sprite from a few species prototypes
* sprite changes for specific base layers based on humanoid sex
* layer ordering fix, and a missing base layer should now disallow markings on that layer
* anymarking base layer, adds the right leg/foot for humans
* loading a profile will now clear all markings on that humanoid
* adds missing layers for humans
* separates species.yml into respective species prototype files
* ensures that if layer visibility was changed, all markings have to be reapplied
* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair
* slime fix, clothingsystem now dictates layer visibility server side
* sussy
* layer settings should now ensure a marking should match the skin tone
* whoops
* skincolor static class and functions in UI
* skin color validation in humanoidcharacterappearance
* markingpicker now shows only the markings for the selected category in used
* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists
* FilterSpecies no longer attempts to do removal while iterating
* expands for SingleMarkingPicker
* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)
* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same
* whoops
* adds edge case handlers for count differences in humanoid markings
* preview now loads profile instead of directly setting appearance
* moves marking set loading to update controls
* clones a marking set in markingpicker by using the deep clone constructor
* whoops (deep cloning a marking now copies the marking id)
* adds replace function for markingset
* points should now update after the markings are remove/added
* merging base layer sprites into a humanoid should now clear them before merging
* sets dirty range start to count only if the dirty range start was never set above 0
* fixes up some issues with singlemarkingpicker
* color selector sliders in single marking picker should now expand
* hair from hair pickers should now apply in profile loading (client-side)
* category in singlemarkingpicker now sets the private category variable
* slot selector should now populate
* single marking picker buttons now have text, also shows the category name over all user-clickable elements
* removes a comment
* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair
* random skin color, eye color
* populate colors now checks if the marking count is greater than zero in singlemarkingpicker
* hair/facial hair pickers now just get the first possible hair from the respective species list
* different approach to random skin color
* oh, that's why it wasn't working
* randomize everything now just updates every single control
* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,
* markingmanager now uses OnlyWhitelisted to populate by category and species
* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not
* oops
* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called
* order of operations for the horizontal expand for add/remove
* hair pickers should now update when you add/remove the hair slot
* fixes variable naming error in character appearance
* loc string fix in singlemarkingpicker
* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs
* having zero possible hairs should no longer cause an exception in randomization
* setting species should now update hair pickers
* ignore categories for marking picker
* and a clear as well for the category button
* places that functionality in its own function instead
* adds eye base sprite, vox now also have their own custom eye sprites
* loading a profile client-side should do FilterSpecies for markings now
* client-side load profile does filter species after adding in the hairs now
* magic mirror
* callbacks now call the callback instead of adding it on construct
* whoops
* in removemarking too
* adds missing synchronize calls
* comments out an updateinterface call in magic mirror
* magic mirror window title, minimum sizing
* fixes minsize, adds warning for players who try to set their hair for species that have no hair
* removes spaces in xaml
* namespace changes/organization
* whoopsie (merge conflicts)
* re-enables identity from humanoid component
* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum
* removes commas from json
* changes to visuals system so the change is consistent
* chest
* reptilian
* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it
not a big fan of this
* adds a check in applybasesprites
* adding/removing parts should now make them invisible on a humanoid
* body part removal/adding now enumerates over sublayers instead
* synchro now runs in bodycomponent startup
* parts instead of slots
* humanoidcompnent check
* switches from rsi to actualrsi
* removes all the body stuff (too slow)
* cleans up resolves from humanoid visualizer system
* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)
* not forgetting that one again
* merging now returns an actual dirty value
* replaces the sequenceequal with a more accurate solution
* permanent layers, layer visibility on add/remove part in body
* should send all hidden layers over now
* isdirty in visualizer system for base layers
* isdirty checks count as well
* ok, IsDirty should now set the base layers if the merged sprites are different
* equals override in HumanoidSpritePrototypes.cs
temporary until record prototypes :heck:
* makes fields readonly, equates IDs instead
* adds forced markings through marking picker
* forced in humanoidsystem api, ignorespecies in markingpicker
* marking bui
* makes that serializable as well
* ignore species/forced toggles now work
* adds icon to modifier verb, interface and keys to humanoid bases
* needs the actual enum value to open, no?
* makes the key the actual key
* actions now propagate upwards
* ignore species when set now repopulates markingpicker
* modifiable base layers in the markings window
* oops!
* layout changes
* info box should now appear
* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window
* collapsible layout moment
* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible
* small change to marking visibility
* small changes to modifier UI
* markings now match skin on zombification
* zombie stuff
* makes the line edit in marking modifier window more obvious
* disables vox on round start
* horizontal expand on the single label in base layer modifiers
* humanoid profiles in prototypes
* randomhumanoidappearance won't work if the humanoid has a profile already stored
* removes unused code
* documentation in humanoidsystem server-side
* documentation in shared/client
* whoops
* converts accessory into marking in locale files (also adds marking loc string into single marking picker)
* be gone, shared humanoid appearance system from the last upstream merge
* species ignore on randomization (defaults to no ignored species)
* more upstream merge parts that bypassed any errors before merge
* addresses review (also just adds typeserializers in some places)
* submodule moment
* upstream merge issues
2022-09-22 15:19:00 -07:00
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using Content.Client.Humanoid;
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2021-06-09 22:19:39 +02:00
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using Content.Client.Inventory;
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using Content.Client.Preferences;
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2022-03-13 19:33:19 -07:00
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using Content.Client.UserInterface.Controls;
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2020-10-14 22:45:53 +02:00
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using Content.Shared.GameTicking;
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Humanoid appearance refactor (#10882)
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component
* adds a tool to convert sprite accessories to markings (in go)
* removes a fmt call
* converts sprite accessory to markings
* adds hair and facial hair to marking categories
* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system
* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little
* squishes the initialize event calls into one function
adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)
* makes the sprite pipeline more obvious
* apply all markings, hidden layer set replacement
* ensures that markings are cleared when the new set is applied
* starts refactoring markingsset (unfinished)
* more additions to the markingset api
* adds constructor logic to markingset
* adds a method to filter out markings in a set based on a given species
* fixes enumerators in markingset
* adds validator into MarkingSet, fixes ForwardMarkingEnumerator
* modifications to the humanoid visual system
* ensuredefault in markingset
* oop
* fixes up data keys, populates OnAppearanceChange in visualizer
* changes to humanoid component, markings
marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent
* markings are now applied the visualizer by diffing them
* base sprites are now applied to humanoids from humanoidvisualizer
* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)
* custom base layers on humanoids
* merges all data keys into one data class for humanoid visualizers
* setappearance in sharedhumanoidsystem, removes custombaselayercolors
* humanoidcomponent, system (empty) in server
* adds some basic public API functions to HumanoidSystem
* add marking, remove marking
* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem
* ensuredefaultmarkings, oninit for humanoids
* markingmanager API changes
* removes MarkingsSet
* LoadProfile, adjusts randomization in humanoid appearance to account for species
* base layer settings in humanoidsystem, eye color from profile
* rearranges files to centralize under Humanoid namespace
* more reorganization, deletes some stuff
gotta break stuff to make other things work, right?
goodbye SpriteAccessory...
* fixes a good chunk of server-side issues
still does not compile, yet
* singlemarkingpicker xaml layout
* singlemarkingpicker logic
* magic mirror window (varying pieces of it, mostly client-oriented)
* removes some imports, gives MagicMirror a BUI class (not filled in yet)
* populates magic mirror BUI functionality / window callbacks
* fixes up some errors in humanoidprofileeditor
* changes to SingleMarkingPicker
SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category
* fixes up hair pickers on humanoid profile editor
* fixes the errors in markingpicker
* markingsystem is now gone
* fixes a bunch of build errors
* so that's why i did it like that
* namespace issues, adds robustxamlloader to singlemarkingpicker
* another robustxamlloader
* human, lizard sprites/points
* prototype fixes, deletion of old spriteaccessory
* component registration, fixes dwarf skin toning
no, 'ReptilianToned' does not exist
* removes component registration from abstract humanoid component
* visualizer data now cloneable
* serialize for visualizer key
* zero-count edge case
* missing semi-colon moment
* setspecies in humanoidsystem
* ensures that default markings, if empty, will cause ensuredefault to skip over that given category
* tryadd instead of add
* whoops
* diff and apply should properly apply markings now
* always ensure default, fixes double load for player spawning
* apply skin color now sets the skin color property in humanoidcomponent
* removes sprite from a few species prototypes
* sprite changes for specific base layers based on humanoid sex
* layer ordering fix, and a missing base layer should now disallow markings on that layer
* anymarking base layer, adds the right leg/foot for humans
* loading a profile will now clear all markings on that humanoid
* adds missing layers for humans
* separates species.yml into respective species prototype files
* ensures that if layer visibility was changed, all markings have to be reapplied
* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair
* slime fix, clothingsystem now dictates layer visibility server side
* sussy
* layer settings should now ensure a marking should match the skin tone
* whoops
* skincolor static class and functions in UI
* skin color validation in humanoidcharacterappearance
* markingpicker now shows only the markings for the selected category in used
* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists
* FilterSpecies no longer attempts to do removal while iterating
* expands for SingleMarkingPicker
* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)
* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same
* whoops
* adds edge case handlers for count differences in humanoid markings
* preview now loads profile instead of directly setting appearance
* moves marking set loading to update controls
* clones a marking set in markingpicker by using the deep clone constructor
* whoops (deep cloning a marking now copies the marking id)
* adds replace function for markingset
* points should now update after the markings are remove/added
* merging base layer sprites into a humanoid should now clear them before merging
* sets dirty range start to count only if the dirty range start was never set above 0
* fixes up some issues with singlemarkingpicker
* color selector sliders in single marking picker should now expand
* hair from hair pickers should now apply in profile loading (client-side)
* category in singlemarkingpicker now sets the private category variable
* slot selector should now populate
* single marking picker buttons now have text, also shows the category name over all user-clickable elements
* removes a comment
* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair
* random skin color, eye color
* populate colors now checks if the marking count is greater than zero in singlemarkingpicker
* hair/facial hair pickers now just get the first possible hair from the respective species list
* different approach to random skin color
* oh, that's why it wasn't working
* randomize everything now just updates every single control
* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,
* markingmanager now uses OnlyWhitelisted to populate by category and species
* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not
* oops
* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called
* order of operations for the horizontal expand for add/remove
* hair pickers should now update when you add/remove the hair slot
* fixes variable naming error in character appearance
* loc string fix in singlemarkingpicker
* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs
* having zero possible hairs should no longer cause an exception in randomization
* setting species should now update hair pickers
* ignore categories for marking picker
* and a clear as well for the category button
* places that functionality in its own function instead
* adds eye base sprite, vox now also have their own custom eye sprites
* loading a profile client-side should do FilterSpecies for markings now
* client-side load profile does filter species after adding in the hairs now
* magic mirror
* callbacks now call the callback instead of adding it on construct
* whoops
* in removemarking too
* adds missing synchronize calls
* comments out an updateinterface call in magic mirror
* magic mirror window title, minimum sizing
* fixes minsize, adds warning for players who try to set their hair for species that have no hair
* removes spaces in xaml
* namespace changes/organization
* whoopsie (merge conflicts)
* re-enables identity from humanoid component
* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum
* removes commas from json
* changes to visuals system so the change is consistent
* chest
* reptilian
* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it
not a big fan of this
* adds a check in applybasesprites
* adding/removing parts should now make them invisible on a humanoid
* body part removal/adding now enumerates over sublayers instead
* synchro now runs in bodycomponent startup
* parts instead of slots
* humanoidcompnent check
* switches from rsi to actualrsi
* removes all the body stuff (too slow)
* cleans up resolves from humanoid visualizer system
* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)
* not forgetting that one again
* merging now returns an actual dirty value
* replaces the sequenceequal with a more accurate solution
* permanent layers, layer visibility on add/remove part in body
* should send all hidden layers over now
* isdirty in visualizer system for base layers
* isdirty checks count as well
* ok, IsDirty should now set the base layers if the merged sprites are different
* equals override in HumanoidSpritePrototypes.cs
temporary until record prototypes :heck:
* makes fields readonly, equates IDs instead
* adds forced markings through marking picker
* forced in humanoidsystem api, ignorespecies in markingpicker
* marking bui
* makes that serializable as well
* ignore species/forced toggles now work
* adds icon to modifier verb, interface and keys to humanoid bases
* needs the actual enum value to open, no?
* makes the key the actual key
* actions now propagate upwards
* ignore species when set now repopulates markingpicker
* modifiable base layers in the markings window
* oops!
* layout changes
* info box should now appear
* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window
* collapsible layout moment
* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible
* small change to marking visibility
* small changes to modifier UI
* markings now match skin on zombification
* zombie stuff
* makes the line edit in marking modifier window more obvious
* disables vox on round start
* horizontal expand on the single label in base layer modifiers
* humanoid profiles in prototypes
* randomhumanoidappearance won't work if the humanoid has a profile already stored
* removes unused code
* documentation in humanoidsystem server-side
* documentation in shared/client
* whoops
* converts accessory into marking in locale files (also adds marking loc string into single marking picker)
* be gone, shared humanoid appearance system from the last upstream merge
* species ignore on randomization (defaults to no ignored species)
* more upstream merge parts that bypassed any errors before merge
* addresses review (also just adds typeserializers in some places)
* submodule moment
* upstream merge issues
2022-09-22 15:19:00 -07:00
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using Content.Shared.Humanoid.Prototypes;
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using Content.Shared.Inventory;
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2020-01-18 01:54:13 +01:00
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using Content.Shared.Preferences;
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2020-08-13 14:40:27 +02:00
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using Content.Shared.Roles;
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2021-02-11 01:13:03 -08:00
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using Robust.Client.GameObjects;
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2020-01-18 01:54:13 +01:00
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.Map;
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2020-01-20 09:20:36 +01:00
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using Robust.Shared.Prototypes;
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2021-07-18 18:39:31 +02:00
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using static Robust.Client.UserInterface.Controls.BoxContainer;
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2020-01-18 01:54:13 +01:00
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2021-06-09 22:19:39 +02:00
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namespace Content.Client.Lobby.UI
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2020-01-18 01:54:13 +01:00
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{
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2022-02-16 00:23:23 -07:00
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public sealed class LobbyCharacterPreviewPanel : Control
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2020-01-18 01:54:13 +01:00
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{
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2022-03-13 19:33:19 -07:00
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IClientPreferencesManager _preferencesManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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2022-01-14 13:19:07 -05:00
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private EntityUid? _previewDummy;
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2020-01-18 01:54:13 +01:00
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private readonly Label _summaryLabel;
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2021-07-18 18:39:31 +02:00
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private readonly BoxContainer _loaded;
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2022-01-14 13:19:07 -05:00
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private readonly BoxContainer _viewBox;
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2020-11-21 14:02:00 +01:00
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private readonly Label _unloaded;
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2020-01-18 01:54:13 +01:00
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2022-03-13 19:33:19 -07:00
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public LobbyCharacterPreviewPanel()
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2020-01-18 01:54:13 +01:00
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{
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IoCManager.InjectDependencies(this);
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2020-01-18 01:54:13 +01:00
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var header = new NanoHeading
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{
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2021-06-21 02:13:54 +02:00
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Text = Loc.GetString("lobby-character-preview-panel-header")
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2020-01-18 01:54:13 +01:00
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};
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CharacterSetupButton = new Button
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{
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2021-06-21 02:13:54 +02:00
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Text = Loc.GetString("lobby-character-preview-panel-character-setup-button"),
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2023-09-13 04:57:38 +03:00
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HorizontalAlignment = HAlignment.Center,
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Margin = new Thickness(0, 5, 0, 0),
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2020-01-18 01:54:13 +01:00
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};
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2023-09-13 04:57:38 +03:00
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_summaryLabel = new Label
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{
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HorizontalAlignment = HAlignment.Center,
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Margin = new Thickness(3, 3),
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};
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2020-01-18 01:54:13 +01:00
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2021-07-18 18:39:31 +02:00
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var vBox = new BoxContainer
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{
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Orientation = LayoutOrientation.Vertical
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};
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2022-01-14 13:19:07 -05:00
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_unloaded = new Label { Text = Loc.GetString("lobby-character-preview-panel-unloaded-preferences-label") };
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2020-06-26 03:46:08 +02:00
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2021-07-18 18:39:31 +02:00
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_loaded = new BoxContainer
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{
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Orientation = LayoutOrientation.Vertical,
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Visible = false
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};
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2022-01-14 13:19:07 -05:00
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_viewBox = new BoxContainer
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2021-07-18 18:39:31 +02:00
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{
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2023-09-13 04:57:38 +03:00
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Orientation = LayoutOrientation.Horizontal,
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HorizontalAlignment = HAlignment.Center,
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2021-07-18 18:39:31 +02:00
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};
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2022-03-13 19:33:19 -07:00
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var _vSpacer = new VSpacer();
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2020-01-18 01:54:13 +01:00
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2022-03-13 19:33:19 -07:00
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_loaded.AddChild(_summaryLabel);
|
2022-01-14 13:19:07 -05:00
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_loaded.AddChild(_viewBox);
|
2022-03-13 19:33:19 -07:00
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|
_loaded.AddChild(_vSpacer);
|
|
|
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|
_loaded.AddChild(CharacterSetupButton);
|
2020-01-18 01:54:13 +01:00
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|
|
|
2022-03-13 19:33:19 -07:00
|
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vBox.AddChild(header);
|
2020-06-26 03:46:08 +02:00
|
|
|
vBox.AddChild(_loaded);
|
|
|
|
|
vBox.AddChild(_unloaded);
|
2020-01-18 01:54:13 +01:00
|
|
|
AddChild(vBox);
|
|
|
|
|
|
|
|
|
|
UpdateUI();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public Button CharacterSetupButton { get; }
|
|
|
|
|
|
|
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|
|
protected override void Dispose(bool disposing)
|
|
|
|
|
{
|
|
|
|
|
base.Dispose(disposing);
|
2020-08-20 22:37:48 +02:00
|
|
|
|
2020-01-18 01:54:13 +01:00
|
|
|
if (!disposing) return;
|
2022-03-13 19:33:19 -07:00
|
|
|
if (_previewDummy != null) _entityManager.DeleteEntity(_previewDummy.Value);
|
2021-12-05 18:09:01 +01:00
|
|
|
_previewDummy = default;
|
2020-01-18 01:54:13 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void UpdateUI()
|
|
|
|
|
{
|
2020-06-26 03:46:08 +02:00
|
|
|
if (!_preferencesManager.ServerDataLoaded)
|
2020-01-18 01:54:13 +01:00
|
|
|
{
|
2020-06-26 03:46:08 +02:00
|
|
|
_loaded.Visible = false;
|
|
|
|
|
_unloaded.Visible = true;
|
2020-01-18 01:54:13 +01:00
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2020-06-26 03:46:08 +02:00
|
|
|
_loaded.Visible = true;
|
|
|
|
|
_unloaded.Visible = false;
|
2021-03-10 14:48:29 +01:00
|
|
|
if (_preferencesManager.Preferences?.SelectedCharacter is not HumanoidCharacterProfile selectedCharacter)
|
2020-06-26 03:46:08 +02:00
|
|
|
{
|
|
|
|
|
_summaryLabel.Text = string.Empty;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2022-03-13 19:33:19 -07:00
|
|
|
_previewDummy = _entityManager.SpawnEntity(_prototypeManager.Index<SpeciesPrototype>(selectedCharacter.Species).DollPrototype, MapCoordinates.Nullspace);
|
2022-01-14 13:19:07 -05:00
|
|
|
_viewBox.DisposeAllChildren();
|
2023-09-13 04:57:38 +03:00
|
|
|
var spriteView = new SpriteView
|
|
|
|
|
{
|
|
|
|
|
OverrideDirection = Direction.South,
|
|
|
|
|
Scale = new Vector2(4f, 4f),
|
|
|
|
|
MaxSize = new Vector2(112, 112),
|
2023-12-03 15:05:43 +13:00
|
|
|
Stretch = SpriteView.StretchMode.Fill,
|
2023-09-13 04:57:38 +03:00
|
|
|
};
|
|
|
|
|
spriteView.SetEntity(_previewDummy.Value);
|
|
|
|
|
_viewBox.AddChild(spriteView);
|
2020-06-26 03:46:08 +02:00
|
|
|
_summaryLabel.Text = selectedCharacter.Summary;
|
2023-04-20 10:43:13 +10:00
|
|
|
_entityManager.System<HumanoidAppearanceSystem>().LoadProfile(_previewDummy.Value, selectedCharacter);
|
2022-01-14 13:19:07 -05:00
|
|
|
GiveDummyJobClothes(_previewDummy.Value, selectedCharacter);
|
2020-06-26 03:46:08 +02:00
|
|
|
}
|
2020-01-20 09:20:36 +01:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2021-12-08 12:23:33 +01:00
|
|
|
public static void GiveDummyJobClothes(EntityUid dummy, HumanoidCharacterProfile profile)
|
2020-01-20 09:20:36 +01:00
|
|
|
{
|
|
|
|
|
var protoMan = IoCManager.Resolve<IPrototypeManager>();
|
2021-12-08 12:23:33 +01:00
|
|
|
var entMan = IoCManager.Resolve<IEntityManager>();
|
2021-12-30 22:56:10 +01:00
|
|
|
var invSystem = EntitySystem.Get<ClientInventorySystem>();
|
2020-01-20 09:20:36 +01:00
|
|
|
|
2020-12-02 10:41:55 +01:00
|
|
|
var highPriorityJob = profile.JobPriorities.FirstOrDefault(p => p.Value == JobPriority.High).Key;
|
2020-01-20 09:20:36 +01:00
|
|
|
|
2023-01-19 03:56:45 +01:00
|
|
|
// ReSharper disable once NullCoalescingConditionIsAlwaysNotNullAccordingToAPIContract (what is resharper smoking?)
|
2021-11-26 03:02:46 -06:00
|
|
|
var job = protoMan.Index<JobPrototype>(highPriorityJob ?? SharedGameTicker.FallbackOverflowJob);
|
2020-01-20 09:20:36 +01:00
|
|
|
|
2021-12-30 22:56:10 +01:00
|
|
|
if (job.StartingGear != null && invSystem.TryGetSlots(dummy, out var slots))
|
2020-01-20 09:20:36 +01:00
|
|
|
{
|
2021-03-10 14:48:29 +01:00
|
|
|
var gear = protoMan.Index<StartingGearPrototype>(job.StartingGear);
|
|
|
|
|
|
2021-12-30 22:56:10 +01:00
|
|
|
foreach (var slot in slots)
|
2020-12-24 13:42:40 +00:00
|
|
|
{
|
2021-12-30 22:56:10 +01:00
|
|
|
var itemType = gear.GetGear(slot.Name, profile);
|
2024-01-05 07:04:11 +02:00
|
|
|
|
|
|
|
|
if (invSystem.TryUnequip(dummy, slot.Name, out var unequippedItem, silent: true, force: true, reparent: false))
|
2021-12-30 22:56:10 +01:00
|
|
|
{
|
|
|
|
|
entMan.DeleteEntity(unequippedItem.Value);
|
|
|
|
|
}
|
|
|
|
|
|
2021-06-21 02:13:54 +02:00
|
|
|
if (itemType != string.Empty)
|
2021-03-10 14:48:29 +01:00
|
|
|
{
|
2021-12-08 12:23:33 +01:00
|
|
|
var item = entMan.SpawnEntity(itemType, MapCoordinates.Nullspace);
|
2021-12-30 22:56:10 +01:00
|
|
|
invSystem.TryEquip(dummy, item, slot.Name, true, true);
|
2021-03-10 14:48:29 +01:00
|
|
|
}
|
2020-12-24 13:42:40 +00:00
|
|
|
}
|
2020-01-18 01:54:13 +01:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|