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crystall-punk-14/Content.Server/Interfaces/GameObjects/Components/Items/IHandsComponent.cs

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#nullable enable
Stripping (#1668) * Start work on stripping. * more strippable work * Stripping works * Nullable * MORE NULLABLE * nullable moment * life is pain * Interaction check. * Update Content.Client/GameObjects/Components/HUD/Inventory/StrippableBoundUserInterface.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Client/GameObjects/Components/HUD/Inventory/StrippableBoundUserInterface.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Shared/GameObjects/Components/GUI/SharedStrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Rename InventoryComponent and HandsComponent's OnChanged event to OnItemChanged * Apply suggestions from code review Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Use static EquipmentSlotDefines * Do not expose ContainerSlot on Inventory or Hands. Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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using System;
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using System.Collections.Generic;
Stripping (#1668) * Start work on stripping. * more strippable work * Stripping works * Nullable * MORE NULLABLE * nullable moment * life is pain * Interaction check. * Update Content.Client/GameObjects/Components/HUD/Inventory/StrippableBoundUserInterface.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Client/GameObjects/Components/HUD/Inventory/StrippableBoundUserInterface.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Shared/GameObjects/Components/GUI/SharedStrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Rename InventoryComponent and HandsComponent's OnChanged event to OnItemChanged * Apply suggestions from code review Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Use static EquipmentSlotDefines * Do not expose ContainerSlot on Inventory or Hands. Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-08-15 20:33:42 +02:00
using System.Diagnostics.CodeAnalysis;
using Content.Server.GameObjects.Components.Items.Storage;
Add pulling (#1409) * Initial framework for pulling. * Make it possible to pull items via (temporary) keybind Ctrl+Click, make items follow the player correctly. * Make other objects pullable, implement functionality for moving an object being pulled, make only one object able to be pulled at a time. * Make sure that MoveTo won't allow collisions with the player * Update everything to work with the new physics engine * Update Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs Co-authored-by: ComicIronic <comicironic@gmail.com> * Physics update and convert to direct type casts * Add notnull checks * Add pull keybinds to the tutorial window * Move PullController to shared * Fix pulled items getting left behind * Fix moving pulled objects into walls * Remove flooring of coordinates when moving pulled objects * Add missing null check in PutInHand * Change pulling keybind to control and throwing to alt * Change PhysicsComponent references to IPhysicsComponent * Add trying to pull a pulled entity disabling the pull * Add pulled status effect * Fix merge conflicts * Merge fixes * Make players pullable * Fix being able to pull yourself * Change pull moving to use a velocity * Update pulled and pulling icons to not be buckle A tragedy * Make pulled and pulling icons more consistent * Remove empty not pulled and not pulling images * Pulled icon update * Pulled icon update * Add clicking pulling status effect to stop the pull * Fix spacewalking when pulling * Merge conflict fixes * Add a pull verb * Fix nullable error * Add pulling through the entity drop down menu Co-authored-by: Jackson Lewis <inquisitivepenguin@protonmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com>
2020-07-27 00:54:32 +02:00
using Content.Shared.GameObjects.Components.Items;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
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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
namespace Content.Server.Interfaces.GameObjects.Components.Items
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{
Add pulling (#1409) * Initial framework for pulling. * Make it possible to pull items via (temporary) keybind Ctrl+Click, make items follow the player correctly. * Make other objects pullable, implement functionality for moving an object being pulled, make only one object able to be pulled at a time. * Make sure that MoveTo won't allow collisions with the player * Update everything to work with the new physics engine * Update Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs Co-authored-by: ComicIronic <comicironic@gmail.com> * Physics update and convert to direct type casts * Add notnull checks * Add pull keybinds to the tutorial window * Move PullController to shared * Fix pulled items getting left behind * Fix moving pulled objects into walls * Remove flooring of coordinates when moving pulled objects * Add missing null check in PutInHand * Change pulling keybind to control and throwing to alt * Change PhysicsComponent references to IPhysicsComponent * Add trying to pull a pulled entity disabling the pull * Add pulled status effect * Fix merge conflicts * Merge fixes * Make players pullable * Fix being able to pull yourself * Change pull moving to use a velocity * Update pulled and pulling icons to not be buckle A tragedy * Make pulled and pulling icons more consistent * Remove empty not pulled and not pulling images * Pulled icon update * Pulled icon update * Add clicking pulling status effect to stop the pull * Fix spacewalking when pulling * Merge conflict fixes * Add a pull verb * Fix nullable error * Add pulling through the entity drop down menu Co-authored-by: Jackson Lewis <inquisitivepenguin@protonmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com>
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public interface IHandsComponent : ISharedHandsComponent
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{
Stripping (#1668) * Start work on stripping. * more strippable work * Stripping works * Nullable * MORE NULLABLE * nullable moment * life is pain * Interaction check. * Update Content.Client/GameObjects/Components/HUD/Inventory/StrippableBoundUserInterface.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Client/GameObjects/Components/HUD/Inventory/StrippableBoundUserInterface.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Shared/GameObjects/Components/GUI/SharedStrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Rename InventoryComponent and HandsComponent's OnChanged event to OnItemChanged * Apply suggestions from code review Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Use static EquipmentSlotDefines * Do not expose ContainerSlot on Inventory or Hands. Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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/// <summary>
/// Invoked when the hand contents changes or when a hand is added/removed.
/// </summary>
event Action? OnItemChanged;
/// <summary>
/// The hands in this component.
/// </summary>
IEnumerable<string> Hands { get; }
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/// <summary>
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
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/// The hand name of the currently active hand.
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/// </summary>
Stripping (#1668) * Start work on stripping. * more strippable work * Stripping works * Nullable * MORE NULLABLE * nullable moment * life is pain * Interaction check. * Update Content.Client/GameObjects/Components/HUD/Inventory/StrippableBoundUserInterface.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Client/GameObjects/Components/HUD/Inventory/StrippableBoundUserInterface.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Shared/GameObjects/Components/GUI/SharedStrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Rename InventoryComponent and HandsComponent's OnChanged event to OnItemChanged * Apply suggestions from code review Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Use static EquipmentSlotDefines * Do not expose ContainerSlot on Inventory or Hands. Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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string? ActiveHand { get; set; }
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/// <summary>
/// Enumerates over every held item.
/// </summary>
IEnumerable<ItemComponent> GetAllHeldItems();
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/// <summary>
/// Gets the item held by a hand.
/// </summary>
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
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/// <param name="handName">The name of the hand to get.</param>
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/// <returns>The item in the held, null if no item is held</returns>
Stripping (#1668) * Start work on stripping. * more strippable work * Stripping works * Nullable * MORE NULLABLE * nullable moment * life is pain * Interaction check. * Update Content.Client/GameObjects/Components/HUD/Inventory/StrippableBoundUserInterface.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Client/GameObjects/Components/HUD/Inventory/StrippableBoundUserInterface.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Shared/GameObjects/Components/GUI/SharedStrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Rename InventoryComponent and HandsComponent's OnChanged event to OnItemChanged * Apply suggestions from code review Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Use static EquipmentSlotDefines * Do not expose ContainerSlot on Inventory or Hands. Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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ItemComponent? GetItem(string handName);
/// <summary>
/// Attempts to get an item in a hand.
/// </summary>
/// <param name="handName">The name of the hand to get.</param>
/// <param name="item">The item in the held, null if no item is held</param>
/// <returns>Whether it was holding an item</returns>
bool TryGetItem(string handName, [NotNullWhen(true)] out ItemComponent? item);
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/// <summary>
/// Gets item held by the current active hand
/// </summary>
Stripping (#1668) * Start work on stripping. * more strippable work * Stripping works * Nullable * MORE NULLABLE * nullable moment * life is pain * Interaction check. * Update Content.Client/GameObjects/Components/HUD/Inventory/StrippableBoundUserInterface.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Client/GameObjects/Components/HUD/Inventory/StrippableBoundUserInterface.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Shared/GameObjects/Components/GUI/SharedStrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Rename InventoryComponent and HandsComponent's OnChanged event to OnItemChanged * Apply suggestions from code review Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Use static EquipmentSlotDefines * Do not expose ContainerSlot on Inventory or Hands. Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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ItemComponent? GetActiveHand { get; }
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/// <summary>
/// Puts an item into any empty hand, preferring the active hand.
/// </summary>
/// <param name="item">The item to put in a hand.</param>
/// <param name="mobCheck">Whether to perform an ActionBlocker check to the entity.</param>
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/// <returns>True if the item was inserted, false otherwise.</returns>
bool PutInHand(ItemComponent item, bool mobCheck = true);
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/// <summary>
/// Puts an item into a specific hand.
/// </summary>
/// <param name="item">The item to put in the hand.</param>
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
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/// <param name="index">The name of the hand to put the item into.</param>
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/// <param name="fallback">
/// If true and the provided hand is full, the method will fall back to <see cref="PutInHand(ItemComponent)" />
/// <param name="mobCheck">Whether to perform an ActionBlocker check to the entity.</param>
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/// </param>
/// <returns>True if the item was inserted into a hand, false otherwise.</returns>
bool PutInHand(ItemComponent item, string index, bool fallback=true, bool mobCheck = true);
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/// <summary>
/// Checks to see if an item can be put in any hand.
/// </summary>
/// <param name="item">The item to check for.</param>
/// <param name="mobCheck">Whether to perform an ActionBlocker check to the entity.</param>
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/// <returns>True if the item can be inserted, false otherwise.</returns>
bool CanPutInHand(ItemComponent item, bool mobCheck = true);
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/// <summary>
/// Checks to see if an item can be put in the specified hand.
/// </summary>
/// <param name="item">The item to check for.</param>
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
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/// <param name="index">The name for the hand to check for.</param>
/// <param name="mobCheck">Whether to perform an ActionBlocker check to the entity.</param>
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/// <returns>True if the item can be inserted, false otherwise.</returns>
bool CanPutInHand(ItemComponent item, string index, bool mobCheck = true);
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/// <summary>
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/// Finds the hand slot holding the specified entity, if any.
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/// </summary>
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
/// <param name="entity">The entity to look for in our hands.</param>
/// <param name="handName">
/// The name of the hand slot if the entity is indeed held,
/// <see langword="null" /> otherwise.
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/// </param>
/// <returns>
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
/// true if the entity is held, false otherwise
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/// </returns>
bool TryHand(IEntity entity, [NotNullWhen(true)] out string? handName);
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/// <summary>
/// Drops the item contained in the slot to the same position as our entity.
/// </summary>
/// <param name="slot">The slot of which to drop to drop the item.</param>
/// <param name="mobChecks">Whether to check the <see cref="ActionBlockerSystem.CanDrop()"/> for the mob or not.</param>
/// <param name="doDropInteraction">Whether to perform Dropped interactions.</param>
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/// <returns>True on success, false if something blocked the drop.</returns>
bool Drop(string slot, bool mobChecks = true, bool doDropInteraction = true, bool intentional = true);
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/// <summary>
/// Drops an item held by one of our hand slots to the same position as our owning entity.
/// </summary>
/// <param name="entity">The item to drop.</param>
/// <param name="mobChecks">Whether to check the <see cref="ActionBlockerSystem.CanDrop()"/> for the mob or not.</param>
/// <param name="doDropInteraction">Whether to perform Dropped interactions.</param>
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/// <returns>True on success, false if something blocked the drop.</returns>
/// <exception cref="ArgumentNullException">
/// Thrown if <see cref="entity"/> is null.
/// </exception>
/// <exception cref="ArgumentException">
/// Thrown if <see cref="entity"/> is not actually held in any hand.
/// </exception>
bool Drop(IEntity entity, bool mobChecks = true, bool doDropInteraction = true, bool intentional = true);
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/// <summary>
/// Drops the item in a slot.
/// </summary>
/// <param name="slot">The slot to drop the item from.</param>
/// <param name="coords"></param>
/// <param name="doMobChecks">Whether to check the <see cref="ActionBlockerSystem.CanDrop()"/> for the mob or not.</param>
/// <param name="doDropInteraction">Whether to perform Dropped interactions.</param>
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/// <returns>True if an item was dropped, false otherwise.</returns>
bool Drop(string slot, EntityCoordinates coords, bool doMobChecks = true, bool doDropInteraction = true, bool intentional = true);
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/// <summary>
/// Drop the specified entity in our hands to a certain position.
/// </summary>
/// <remarks>
/// There are no checks whether or not the user is within interaction range of the drop location
/// or whether the drop location is occupied.
/// </remarks>
/// <param name="entity">The entity to drop, must be held in one of the hands.</param>
/// <param name="coords">The coordinates to drop the entity at.</param>
/// <param name="doMobChecks">Whether to check the <see cref="ActionBlockerSystem.CanDrop()"/> for the mob or not.</param>
/// <param name="doDropInteraction">Whether to perform Dropped interactions.</param>
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/// <returns>
/// True if the drop succeeded,
/// false if it failed (due to failing to eject from our hand slot, etc...)
/// </returns>
/// <exception cref="ArgumentNullException">
/// Thrown if <see cref="entity"/> is null.
/// </exception>
/// <exception cref="ArgumentException">
/// Thrown if <see cref="entity"/> is not actually held in any hand.
/// </exception>
bool Drop(IEntity entity, EntityCoordinates coords, bool doMobChecks = true, bool doDropInteraction = true, bool intentional = true);
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/// <summary>
/// Drop the item contained in a slot into another container.
/// </summary>
/// <param name="slot">The slot of which to drop the entity.</param>
/// <param name="targetContainer">The container to drop into.</param>
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
/// <param name="doMobChecks">Whether to check the <see cref="ActionBlockerSystem.CanDrop(IEntity)"/> for the mob or not.</param>
/// <param name="doDropInteraction">Whether to perform Dropped interactions.</param>
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/// <returns>True on success, false if something was blocked (insertion or removal).</returns>
/// <exception cref="InvalidOperationException">
/// Thrown if dry-run checks reported OK to remove and insert,
/// but practical remove or insert returned false anyways.
/// This is an edge-case that is currently unhandled.
/// </exception>
bool Drop(string slot, BaseContainer targetContainer, bool doMobChecks = true, bool doDropInteraction = true, bool intentional = true);
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/// <summary>
/// Drops an item in one of the hands into a container.
/// </summary>
/// <param name="entity">The item to drop.</param>
/// <param name="targetContainer">The container to drop into.</param>
/// <param name="doMobChecks">Whether to check the <see cref="ActionBlockerSystem.CanDrop()"/> for the mob or not.</param>
/// <param name="doDropInteraction">Whether to perform Dropped interactions.</param>
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/// <returns>True on success, false if something was blocked (insertion or removal).</returns>
/// <exception cref="InvalidOperationException">
/// Thrown if dry-run checks reported OK to remove and insert,
/// but practical remove or insert returned false anyways.
/// This is an edge-case that is currently unhandled.
/// </exception>
/// <exception cref="ArgumentNullException">
/// Thrown if <see cref="entity"/> is null.
/// </exception>
/// <exception cref="ArgumentException">
/// Thrown if <see cref="entity"/> is not actually held in any hand.
/// </exception>
bool Drop(IEntity entity, BaseContainer targetContainer, bool doMobChecks = true, bool doDropInteraction = true, bool intentional = true);
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/// <summary>
/// Checks whether the item in the specified hand can be dropped.
/// </summary>
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
/// <param name="name">The hand to check for.</param>
/// <param name="mobCheck">Whether to perform an ActionBlocker check to the entity.</param>
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/// <returns>
/// True if the item can be dropped, false if the hand is empty or the item in the hand cannot be dropped.
/// </returns>
bool CanDrop(string name, bool mobCheck = true);
/// <summary>
/// Adds a new hand to this hands component.
/// </summary>
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
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/// <param name="name">The name of the hand to add.</param>
/// <exception cref="InvalidOperationException">
/// Thrown if a hand with specified name already exists.
/// </exception>
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
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void AddHand(string name);
/// <summary>
/// Removes a hand from this hands component.
/// </summary>
/// <remarks>
/// If the hand contains an item, the item is dropped.
/// </remarks>
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
/// <param name="name">The name of the hand to remove.</param>
void RemoveHand(string name);
/// <summary>
/// Checks whether a hand with the specified name exists.
/// </summary>
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
/// <param name="name">The hand name to check.</param>
/// <returns>True if the hand exists, false otherwise.</returns>
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
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bool HasHand(string name);
void HandleSlotModifiedMaybe(ContainerModifiedMessage message);
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}
}