/// <summary>
/// This handles entities which can be equipped.
/// </summary>
-[NetworkedComponent]
-[RegisterComponent]
+[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
[Access(typeof(ClothingSystem), typeof(InventorySystem))]
public sealed partial class ClothingComponent : Component
{
- [DataField("clothingVisuals")]
+ [DataField]
public Dictionary<string, List<PrototypeLayerData>> ClothingVisuals = new();
/// <summary>
[DataField]
public string? MappedLayer;
- [ViewVariables(VVAccess.ReadWrite)]
- [DataField("quickEquip")]
+ [DataField]
public bool QuickEquip = true;
/// <summary>
/// <remarks>
/// Note that this may be a combination of different slot flags, not a singular bit.
/// </remarks>
- [ViewVariables(VVAccess.ReadWrite)]
[DataField(required: true)]
[Access(typeof(ClothingSystem), typeof(InventorySystem), Other = AccessPermissions.ReadExecute)]
public SlotFlags Slots = SlotFlags.NONE;
- [ViewVariables(VVAccess.ReadWrite)]
- [DataField("equipSound")]
+ [DataField]
public SoundSpecifier? EquipSound;
- [ViewVariables(VVAccess.ReadWrite)]
- [DataField("unequipSound")]
+ [DataField]
public SoundSpecifier? UnequipSound;
[Access(typeof(ClothingSystem))]
- [ViewVariables(VVAccess.ReadWrite)]
- [DataField("equippedPrefix")]
+ [DataField, AutoNetworkedField]
public string? EquippedPrefix;
/// <summary>
/// useful when prototyping INNERCLOTHING items into OUTERCLOTHING items without duplicating/modifying RSIs etc.
/// </summary>
[Access(typeof(ClothingSystem))]
- [ViewVariables(VVAccess.ReadWrite)]
- [DataField("equippedState")]
+ [DataField, AutoNetworkedField]
public string? EquippedState;
- [ViewVariables(VVAccess.ReadWrite)]
[DataField("sprite")]
public string? RsiPath;
/// Note that this being non-null does not mean the clothing is considered "worn" or "equipped" unless the slot
/// satisfies the <see cref="Slots"/> flags.
/// </summary>
- [DataField]
+ [DataField, AutoNetworkedField]
public string? InSlot;
// TODO CLOTHING
// Maybe keep this null unless its in a valid slot?
/// <summary>
/// Slot flags of the slot the clothing is currently in. See also <see cref="InSlot"/>.
/// </summary>
- [DataField]
+ [DataField, AutoNetworkedField]
public SlotFlags? InSlotFlag;
// TODO CLOTHING
// Maybe keep this null unless its in a valid slot?
// And when doing this, combine InSlot and InSlotFlag, as it'd be a breaking change for downstreams anyway
- [DataField, ViewVariables(VVAccess.ReadWrite)]
+ [DataField]
public TimeSpan EquipDelay = TimeSpan.Zero;
- [DataField, ViewVariables(VVAccess.ReadWrite)]
+ [DataField]
public TimeSpan UnequipDelay = TimeSpan.Zero;
/// <summary>
public TimeSpan StripDelay = TimeSpan.Zero;
}
-[Serializable, NetSerializable]
-public sealed class ClothingComponentState : ComponentState
-{
- public string? EquippedPrefix;
-
- public ClothingComponentState(string? equippedPrefix)
- {
- EquippedPrefix = equippedPrefix;
- }
-}
-
public enum ClothingMask : byte
{
NoMask = 0,
base.Initialize();
SubscribeLocalEvent<ClothingComponent, UseInHandEvent>(OnUseInHand);
- SubscribeLocalEvent<ClothingComponent, ComponentGetState>(OnGetState);
- SubscribeLocalEvent<ClothingComponent, ComponentHandleState>(OnHandleState);
+ SubscribeLocalEvent<ClothingComponent, AfterAutoHandleStateEvent>(AfterAutoHandleState);
SubscribeLocalEvent<ClothingComponent, GotEquippedEvent>(OnGotEquipped);
SubscribeLocalEvent<ClothingComponent, GotUnequippedEvent>(OnGotUnequipped);
{
component.InSlot = args.Slot;
component.InSlotFlag = args.SlotFlags;
+ Dirty(uid, component);
if ((component.Slots & args.SlotFlags) == SlotFlags.NONE)
return;
component.InSlot = null;
component.InSlotFlag = null;
+ Dirty(uid, component);
}
- private void OnGetState(EntityUid uid, ClothingComponent component, ref ComponentGetState args)
+ private void AfterAutoHandleState(Entity<ClothingComponent> ent, ref AfterAutoHandleStateEvent args)
{
- args.State = new ClothingComponentState(component.EquippedPrefix);
- }
-
- private void OnHandleState(EntityUid uid, ClothingComponent component, ref ComponentHandleState args)
- {
- if (args.Current is not ClothingComponentState state)
- return;
-
- SetEquippedPrefix(uid, state.EquippedPrefix, component);
+ _itemSys.VisualsChanged(ent.Owner);
}
private void OnEquipDoAfter(Entity<ClothingComponent> ent, ref ClothingEquipDoAfterEvent args)
private void ToggleMaskComponents(EntityUid uid, MaskComponent mask, EntityUid wearer, string? equippedPrefix = null, bool isEquip = false)
{
Dirty(uid, mask);
- if (mask.ToggleActionEntity is {} action)
+ if (mask.ToggleActionEntity is { } action)
_actionSystem.SetToggled(action, mask.IsToggled);
- var maskEv = new ItemMaskToggledEvent((wearer, mask), wearer);
+ var maskEv = new ItemMaskToggledEvent((uid, mask), wearer);
RaiseLocalEvent(uid, ref maskEv);
- var wearerEv = new WearerMaskToggledEvent((wearer, mask));
+ var wearerEv = new WearerMaskToggledEvent((uid, mask));
RaiseLocalEvent(wearer, ref wearerEv);
}