From 1e5c6393a6b29eb00dbb8fb137d86647cb0c356b Mon Sep 17 00:00:00 2001 From: Leonardo Bishop Date: Fri, 28 Jul 2023 22:06:03 +0100 Subject: Add TryUnstuck and death overlay --- code/pawn/component/PlayerInventory.cs | 126 +++++++++++++++++++++++++++++++++ 1 file changed, 126 insertions(+) create mode 100644 code/pawn/component/PlayerInventory.cs (limited to 'code/pawn/component/PlayerInventory.cs') diff --git a/code/pawn/component/PlayerInventory.cs b/code/pawn/component/PlayerInventory.cs new file mode 100644 index 0000000..55fa3ed --- /dev/null +++ b/code/pawn/component/PlayerInventory.cs @@ -0,0 +1,126 @@ +using Sandbox; +using System; + +namespace MurderGame; + +public partial class PlayerInventory : EntityComponent +{ + const int MIN_SLOT = 1; + const int MAX_SLOT = 2; + + const int UNARMED_SLOT = 1; + const int PRIMARY_SLOT = 2; + + [Net] + public Weapon PrimaryWeapon { get; private set; } + + [Net] + public int ActiveSlot { get; set; } + + [Net] + public bool AllowPickup { get; set; } = true; + + public Weapon GetCurrentWeapon() + { + return ActiveSlot switch + { + PRIMARY_SLOT => PrimaryWeapon, + _ => null, + }; + } + + public void SetPrimaryWeapon( Weapon weapon ) + { + PrimaryWeapon?.OnHolster(); + PrimaryWeapon?.Delete(); + PrimaryWeapon = weapon; + if (weapon != null) + { + weapon.ChangeOwner( Entity ); + } + if (ActiveSlot == PRIMARY_SLOT) + { + weapon?.OnEquip( Entity ); + } + } + + private void PrevSlot() + { + if (ActiveSlot > MIN_SLOT) + { + --ActiveSlot; + } + else + { + ActiveSlot = MAX_SLOT; + } + } + private void NextSlot() + { + if (ActiveSlot < MAX_SLOT) + { + ++ActiveSlot; + } + else + { + ActiveSlot = MIN_SLOT; + } + } + + public void Simulate(IClient cl) + { + var currentWeapon = GetCurrentWeapon(); + var currentSlot = ActiveSlot; + + if (Input.Released("SlotPrev")) + { + PrevSlot(); + } + else if (Input.Released("SlotNext")) + { + NextSlot(); + } + else if (Input.Down("Slot1")) + { + ActiveSlot = 1; + } + else if (Input.Down("Slot2")) + { + ActiveSlot = 2; + } + + if (ActiveSlot != currentSlot) + { + currentWeapon?.OnHolster(); + GetCurrentWeapon()?.OnEquip( Entity ); + } + GetCurrentWeapon()?.Simulate( cl ); + } + + public void Holster() + { + Weapon weapon = GetCurrentWeapon(); + weapon?.OnHolster(); + } + + public void Clear() + { + Holster(); + SetPrimaryWeapon( null ); + } + + public void SpillContents(Vector3 location, Vector3 velocity) + { + Holster(); + if (PrimaryWeapon is not null and Pistol ) + { + PrimaryWeapon.ChangeOwner( null ); + DroppedWeapon droppedWeapon = new( (Pistol)PrimaryWeapon ); + droppedWeapon.CopyFrom( PrimaryWeapon ); + droppedWeapon.Position = location; + droppedWeapon.Velocity = velocity; + } + Clear(); + } + +} -- cgit v1.2.3-70-g09d2