Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/Items/Inventory.cs
2020-03-04 13:04:10 +01:00

1414 lines
61 KiB
C#

using Barotrauma.Extensions;
using Barotrauma.Items.Components;
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
class InventorySlot
{
public Rectangle Rect;
public Rectangle InteractRect;
public bool Disabled;
public GUIComponent.ComponentState State;
public Vector2 DrawOffset;
public Color Color;
public Color HighlightColor;
public float HighlightScaleUpAmount;
private CoroutineHandle highlightCoroutine;
public float HighlightTimer;
public Sprite SlotSprite;
public Keys QuickUseKey;
public int SubInventoryDir = -1;
public bool IsHighlighted
{
get
{
return State == GUIComponent.ComponentState.Hover;
}
}
public float QuickUseTimer;
public string QuickUseButtonToolTip;
public bool IsMoving = false;
private static Rectangle offScreenRect = new Rectangle(new Point(-1000, 0), Point.Zero);
public GUIComponent.ComponentState EquipButtonState;
public Rectangle EquipButtonRect
{
get
{
// Returns a point off-screen, Rectangle.Empty places buttons in the top left of the screen
if (IsMoving) return offScreenRect;
int buttonDir = Math.Sign(SubInventoryDir);
float sizeY = Inventory.UnequippedIndicator.size.Y * Inventory.UIScale * Inventory.IndicatorScaleAdjustment;
Vector2 equipIndicatorPos = new Vector2(Rect.Left, Rect.Center.Y + (Rect.Height / 2 + 15 * Inventory.UIScale) * buttonDir - sizeY / 2f);
equipIndicatorPos += DrawOffset;
return new Rectangle((int)equipIndicatorPos.X, (int)equipIndicatorPos.Y, (int)Rect.Width, (int)sizeY);
}
}
public InventorySlot(Rectangle rect)
{
Rect = rect;
InteractRect = rect;
InteractRect.Inflate(5, 5);
State = GUIComponent.ComponentState.None;
Color = Color.White * 0.4f;
}
public bool MouseOn()
{
Rectangle rect = InteractRect;
rect.Location += DrawOffset.ToPoint();
return rect.Contains(PlayerInput.MousePosition);
}
public void ShowBorderHighlight(Color color, float fadeInDuration, float fadeOutDuration, float scaleUpAmount = 0.5f)
{
if (highlightCoroutine != null)
{
CoroutineManager.StopCoroutines(highlightCoroutine);
highlightCoroutine = null;
}
HighlightScaleUpAmount = scaleUpAmount;
highlightCoroutine = CoroutineManager.StartCoroutine(UpdateBorderHighlight(color, fadeInDuration, fadeOutDuration));
}
private IEnumerable<object> UpdateBorderHighlight(Color color, float fadeInDuration, float fadeOutDuration)
{
float t = 0.0f;
HighlightTimer = 1.0f;
while (t < fadeInDuration + fadeOutDuration)
{
HighlightColor = (t < fadeInDuration) ?
Color.Lerp(Color.Transparent, color, t / fadeInDuration) :
Color.Lerp(color, Color.Transparent, (t - fadeInDuration) / fadeOutDuration);
t += CoroutineManager.DeltaTime;
HighlightTimer = 1.0f - t / (fadeInDuration + fadeOutDuration);
yield return CoroutineStatus.Running;
}
HighlightTimer = 0.0f;
HighlightColor = Color.Transparent;
yield return CoroutineStatus.Success;
}
}
partial class Inventory
{
public static float UIScale
{
get { return (GameMain.GraphicsWidth / 1920.0f + GameMain.GraphicsHeight / 1080.0f) / 2.5f * GameSettings.InventoryScale; }
}
public static int ContainedIndicatorHeight
{
get { return (int)(15 * UIScale); }
}
protected float prevUIScale = UIScale;
protected float prevHUDScale = GUI.Scale;
protected Point prevScreenResolution;
protected static Sprite slotHotkeySprite;
private static Sprite slotSpriteSmall;
public static Sprite SlotSpriteSmall
{
get
{
if (slotSpriteSmall == null)
{
//TODO: define this in xml
slotSpriteSmall = new Sprite("Content/UI/InventoryUIAtlas.png", new Rectangle(10, 6, 119, 120), null, 0);
// Adjustment to match the old size of 75,71
SlotSpriteSmall.size = new Vector2(SlotSpriteSmall.SourceRect.Width * 0.575f, SlotSpriteSmall.SourceRect.Height * 0.575f);
}
return slotSpriteSmall;
}
}
public static Sprite DraggableIndicator;
public static Sprite UnequippedIndicator, UnequippedHoverIndicator, UnequippedClickedIndicator, EquippedIndicator, EquippedHoverIndicator, EquippedClickedIndicator;
public static float IndicatorScaleAdjustment
{
get
{
return !GUI.IsFourByThree() ? 0.8f : 0.7f;
}
}
public static Inventory DraggingInventory;
public Rectangle BackgroundFrame { get; protected set; }
private ushort[] receivedItemIDs;
private CoroutineHandle syncItemsCoroutine;
public float HideTimer;
private bool isSubInventory;
private const float movableFrameRectHeight = 40f;
private Color movableFrameRectColor = new Color(60, 60, 60);
private Rectangle movableFrameRect;
private Point savedPosition, originalPos;
private bool canMove = false;
private bool positionUpdateQueued = false;
private Vector2 draggableIndicatorOffset;
private float draggableIndicatorScale;
public class SlotReference
{
public readonly Inventory ParentInventory;
public readonly int SlotIndex;
public InventorySlot Slot;
public Inventory Inventory;
public Item Item;
public bool IsSubSlot;
public string Tooltip;
public List<ColorData> TooltipColorData;
public SlotReference(Inventory parentInventory, InventorySlot slot, int slotIndex, bool isSubSlot, Inventory subInventory = null)
{
ParentInventory = parentInventory;
Slot = slot;
SlotIndex = slotIndex;
Inventory = subInventory;
IsSubSlot = isSubSlot;
Item = ParentInventory.Items[slotIndex];
TooltipColorData = ColorData.GetColorData(GetTooltip(Item), out Tooltip);
}
private string GetTooltip(Item item)
{
if (item == null) { return null; }
string toolTip = "";
if (GameMain.DebugDraw)
{
toolTip = item.ToString();
}
else
{
string description = item.Description;
if (item.Prefab.Identifier == "idcard" || item.Tags.Contains("despawncontainer"))
{
string[] readTags = item.Tags.Split(',');
string idName = null;
string idJob = null;
foreach (string tag in readTags)
{
string[] s = tag.Split(':');
if (s[0] == "name")
idName = s[1];
if (s[0] == "job")
idJob = s[1];
}
if (idName != null)
{
if (idJob == null)
{
description = TextManager.GetWithVariable("IDCardName", "[name]", idName);
}
else
{
description = TextManager.GetWithVariables("IDCardNameJob", new string[2] { "[name]", "[job]" }, new string[2] { idName, idJob }, new bool[2] { false, true });
}
if (!string.IsNullOrEmpty(item.Description))
{
description = description + " " + item.Description;
}
}
}
if (item.Prefab.ShowContentsInTooltip && item.OwnInventory != null)
{
foreach (string itemName in item.OwnInventory.Items.Where(it => it != null).Select(it => it.Name).Distinct())
{
int itemCount = item.OwnInventory.Items.Count(it => it != null && it.Name == itemName);
description += itemCount == 1 ?
"\n " + itemName :
"\n " + itemName + " x" + itemCount;
}
}
toolTip = string.IsNullOrEmpty(description) ?
item.Name :
item.Name + '\n' + description;
}
return toolTip;
}
}
public static InventorySlot draggingSlot;
public static Item draggingItem;
public static bool DraggingItemToWorld
{
get
{
return draggingItem != null &&
Character.Controlled != null &&
Character.Controlled.SelectedConstruction == null &&
CharacterHealth.OpenHealthWindow == null;
}
}
public static Item doubleClickedItem;
protected Vector4 padding;
private int slotsPerRow;
public int SlotsPerRow
{
set { slotsPerRow = Math.Max(1, value); }
}
protected static HashSet<SlotReference> highlightedSubInventorySlots = new HashSet<SlotReference>();
private static List<SlotReference> subInventorySlotsToDraw = new List<SlotReference>();
protected static SlotReference selectedSlot;
public InventorySlot[] slots;
private Rectangle prevRect;
/// <summary>
/// If set, the inventory is automatically positioned inside the rect
/// </summary>
public RectTransform RectTransform;
public static SlotReference SelectedSlot
{
get
{
if (selectedSlot?.ParentInventory?.Owner == null || selectedSlot.ParentInventory.Owner.Removed)
{
return null;
}
return selectedSlot;
}
}
public virtual void CreateSlots()
{
slots = new InventorySlot[capacity];
int rows = (int)Math.Ceiling((double)capacity / slotsPerRow);
int columns = Math.Min(slotsPerRow, capacity);
Vector2 spacing = new Vector2(5.0f * UIScale);
spacing.Y += (this is CharacterInventory) ? UnequippedIndicator.size.Y * UIScale : ContainedIndicatorHeight;
Vector2 rectSize = new Vector2(60.0f * UIScale);
padding = new Vector4(spacing.X, spacing.Y, spacing.X, spacing.X);
Vector2 slotAreaSize = new Vector2(
columns * rectSize.X + (columns - 1) * spacing.X,
rows * rectSize.Y + (rows - 1) * spacing.Y);
slotAreaSize.X += padding.X + padding.Z;
slotAreaSize.Y += padding.Y + padding.W;
Vector2 topLeft = new Vector2(
GameMain.GraphicsWidth / 2 - slotAreaSize.X / 2,
GameMain.GraphicsHeight / 2 - slotAreaSize.Y / 2);
if (RectTransform != null)
{
Vector2 scale = new Vector2(
RectTransform.Rect.Width / slotAreaSize.X,
RectTransform.Rect.Height / slotAreaSize.Y);
spacing *= scale;
rectSize *= scale;
padding.X *= scale.X; padding.Z *= scale.X;
padding.Y *= scale.Y; padding.W *= scale.Y;
topLeft = RectTransform.TopLeft.ToVector2() + new Vector2(padding.X, padding.Y);
prevRect = RectTransform.Rect;
}
Rectangle slotRect = new Rectangle((int)topLeft.X, (int)topLeft.Y, (int)rectSize.X, (int)rectSize.Y);
for (int i = 0; i < capacity; i++)
{
slotRect.X = (int)(topLeft.X + (rectSize.X + spacing.X) * (i % slotsPerRow));
slotRect.Y = (int)(topLeft.Y + (rectSize.Y + spacing.Y) * ((int)Math.Floor((double)i / slotsPerRow)));
slots[i] = new InventorySlot(slotRect);
slots[i].InteractRect = new Rectangle(
(int)(slots[i].Rect.X - spacing.X / 2 - 1), (int)(slots[i].Rect.Y - spacing.Y / 2 - 1),
(int)(slots[i].Rect.Width + spacing.X + 2), (int)(slots[i].Rect.Height + spacing.Y + 2));
if (slots[i].Rect.Width > slots[i].Rect.Height)
{
slots[i].Rect.Inflate((slots[i].Rect.Height - slots[i].Rect.Width) / 2, 0);
}
else
{
slots[i].Rect.Inflate(0, (slots[i].Rect.Width - slots[i].Rect.Height) / 2);
}
}
if (selectedSlot != null && selectedSlot.ParentInventory == this)
{
selectedSlot = new SlotReference(this, slots[selectedSlot.SlotIndex], selectedSlot.SlotIndex, selectedSlot.IsSubSlot, selectedSlot.Inventory);
}
CalculateBackgroundFrame();
}
protected virtual void CalculateBackgroundFrame()
{
}
public bool Movable()
{
return movableFrameRect.Size != Point.Zero;
}
public bool IsInventoryHoverAvailable(Character owner, ItemContainer container)
{
if (container == null && this is ItemInventory)
{
container = (this as ItemInventory).Container;
}
if (container == null) return false;
return owner.SelectedCharacter != null || !container.KeepOpenWhenEquipped || (!(owner is Character)) || !owner.HasEquippedItem(container.Item);
}
protected virtual bool HideSlot(int i)
{
return slots[i].Disabled || (hideEmptySlot[i] && Items[i] == null);
}
public virtual void Update(float deltaTime, Camera cam, bool subInventory = false)
{
if (slots == null || isSubInventory != subInventory ||
(RectTransform != null && RectTransform.Rect != prevRect))
{
CreateSlots();
isSubInventory = subInventory;
}
if (!subInventory || (OpenState >= 0.99f || OpenState < 0.01f))
{
for (int i = 0; i < capacity; i++)
{
if (HideSlot(i)) { continue; }
UpdateSlot(slots[i], i, Items[i], subInventory);
}
if (!isSubInventory)
{
ControlInput(cam);
}
}
}
protected virtual void ControlInput(Camera cam)
{
// Note that these targets are static. Therefore the outcome is the same if this method is called multiple times or only once.
if (selectedSlot != null && !DraggingItemToWorld)
{
cam.Freeze = true;
}
}
protected void UpdateSlot(InventorySlot slot, int slotIndex, Item item, bool isSubSlot)
{
Rectangle interactRect = slot.InteractRect;
interactRect.Location += slot.DrawOffset.ToPoint();
bool mouseOnGUI = false;
/*if (GUI.MouseOn != null)
{
//block usage if the mouse is on a GUIComponent that's not related to this inventory
if (RectTransform == null || (RectTransform != GUI.MouseOn.RectTransform && !GUI.MouseOn.IsParentOf(RectTransform.GUIComponent)))
{
mouseOnGUI = true;
}
}*/
bool mouseOn = interactRect.Contains(PlayerInput.MousePosition) && !Locked && !mouseOnGUI;
if (PlayerInput.LeftButtonHeld() && PlayerInput.RightButtonHeld())
{
mouseOn = false;
}
if (selectedSlot != null && selectedSlot.Slot != slot)
{
//subinventory slot highlighted -> don't allow highlighting this one
if (selectedSlot.IsSubSlot && !isSubSlot)
{
mouseOn = false;
}
else if (!selectedSlot.IsSubSlot && isSubSlot && mouseOn)
{
selectedSlot = null;
}
}
slot.State = GUIComponent.ComponentState.None;
if (mouseOn && (draggingItem != null || selectedSlot == null || selectedSlot.Slot == slot) && DraggingInventory == null)
// &&
//(highlightedSubInventories.Count == 0 || highlightedSubInventories.Contains(this) || highlightedSubInventorySlot?.Slot == slot || highlightedSubInventory.Owner == item))
{
slot.State = GUIComponent.ComponentState.Hover;
if (selectedSlot == null || (!selectedSlot.IsSubSlot && isSubSlot))
{
selectedSlot = new SlotReference(this, slot, slotIndex, isSubSlot, Items[slotIndex]?.GetComponent<ItemContainer>()?.Inventory);
}
if (draggingItem == null)
{
if (PlayerInput.PrimaryMouseButtonDown())
{
draggingItem = Items[slotIndex];
draggingSlot = slot;
}
}
else if (PlayerInput.PrimaryMouseButtonReleased())
{
if (PlayerInput.DoubleClicked())
{
doubleClickedItem = item;
}
}
}
}
protected Inventory GetSubInventory(int slotIndex)
{
var item = Items[slotIndex];
if (item == null) return null;
var container = item.GetComponent<ItemContainer>();
if (container == null) return null;
return container.Inventory;
}
protected virtual ItemInventory GetActiveEquippedSubInventory(int slotIndex)
{
return null;
}
public float OpenState;
public void UpdateSubInventory(float deltaTime, int slotIndex, Camera cam)
{
var item = Items[slotIndex];
if (item == null) return;
var container = item.GetComponent<ItemContainer>();
if (container == null || !container.DrawInventory) return;
var subInventory = container.Inventory;
if (subInventory.slots == null) subInventory.CreateSlots();
canMove = container.MovableFrame && !subInventory.IsInventoryHoverAvailable(Owner as Character, container) && subInventory.originalPos != Point.Zero;
if (canMove)
{
subInventory.HideTimer = 1.0f;
subInventory.OpenState = 1.0f;
if (subInventory.movableFrameRect.Contains(PlayerInput.MousePosition) && PlayerInput.SecondaryMouseButtonClicked())
{
container.Inventory.savedPosition = container.Inventory.originalPos;
}
if (subInventory.movableFrameRect.Contains(PlayerInput.MousePosition) || (DraggingInventory != null && DraggingInventory == subInventory))
{
if (DraggingInventory == null)
{
if (PlayerInput.PrimaryMouseButtonDown())
{
// Prevent us from dragging an item
draggingItem = null;
draggingSlot = null;
DraggingInventory = subInventory;
}
}
else if (PlayerInput.PrimaryMouseButtonReleased())
{
DraggingInventory = null;
subInventory.savedPosition = PlayerInput.MousePosition.ToPoint();
}
else
{
subInventory.savedPosition = PlayerInput.MousePosition.ToPoint();
}
}
}
int itemCapacity = subInventory.Items.Length;
var slot = slots[slotIndex];
int dir = slot.SubInventoryDir;
Rectangle subRect = slot.Rect;
Vector2 spacing;
if (GUI.IsFourByThree())
{
spacing = new Vector2(5 * UIScale, (5 + UnequippedIndicator.size.Y) * UIScale);
}
else
{
spacing = new Vector2(10 * UIScale, (10 + UnequippedIndicator.size.Y) * UIScale);
}
int columns = (int)Math.Max(Math.Floor(Math.Sqrt(itemCapacity)), 1);
while (itemCapacity / columns * (subRect.Height + spacing.Y) > GameMain.GraphicsHeight * 0.5f)
{
columns++;
}
int width = (int)(subRect.Width * columns + spacing.X * (columns - 1));
int startX = slot.Rect.Center.X - (int)(width / 2.0f);
int startY = dir < 0 ?
slot.EquipButtonRect.Y - subRect.Height - (int)(35 * UIScale) :
slot.EquipButtonRect.Bottom + (int)(10 * UIScale);
if (canMove)
{
startX += subInventory.savedPosition.X - subInventory.originalPos.X;
startY += subInventory.savedPosition.Y - subInventory.originalPos.Y;
}
float totalHeight = itemCapacity / columns * (subRect.Height + spacing.Y);
int padding = (int)(20 * UIScale);
//prevent the inventory from extending outside the left side of the screen
startX = Math.Max(startX, padding);
//same for the right side of the screen
startX -= Math.Max(startX + width - GameMain.GraphicsWidth + padding, 0);
//prevent the inventory from extending outside the top of the screen
startY = Math.Max(startY, (int)totalHeight - padding / 2);
//same for the bottom side of the screen
startY -= Math.Max(startY - GameMain.GraphicsHeight + padding * 2 + (canMove ? (int)(movableFrameRectHeight * UIScale) : 0), 0);
subRect.X = startX;
subRect.Y = startY;
subInventory.OpenState = subInventory.HideTimer >= 0.5f ?
Math.Min(subInventory.OpenState + deltaTime * 8.0f, 1.0f) :
Math.Max(subInventory.OpenState - deltaTime * 5.0f, 0.0f);
for (int i = 0; i < itemCapacity; i++)
{
subInventory.slots[i].Rect = subRect;
subInventory.slots[i].Rect.Location += new Point(0, (int)totalHeight * -dir);
subInventory.slots[i].DrawOffset = Vector2.SmoothStep(new Vector2(0, -50 * dir), new Vector2(0, totalHeight * dir), subInventory.OpenState);
subInventory.slots[i].InteractRect = new Rectangle(
(int)(subInventory.slots[i].Rect.X - spacing.X / 2 - 1), (int)(subInventory.slots[i].Rect.Y - spacing.Y / 2 - 1),
(int)(subInventory.slots[i].Rect.Width + spacing.X + 2), (int)(subInventory.slots[i].Rect.Height + spacing.Y + 2));
if ((i + 1) % columns == 0)
{
subRect.X = startX;
subRect.Y += subRect.Height * dir;
subRect.Y += (int)(spacing.Y * dir);
}
else
{
subRect.X = (int)(subInventory.slots[i].Rect.Right + spacing.X);
}
}
if (canMove)
{
subInventory.movableFrameRect.X = subRect.X - (int)spacing.X;
subInventory.movableFrameRect.Y = subRect.Y + (int)(spacing.Y);
}
slots[slotIndex].State = GUIComponent.ComponentState.Hover;
subInventory.isSubInventory = true;
subInventory.Update(deltaTime, cam, true);
}
public virtual void Draw(SpriteBatch spriteBatch, bool subInventory = false)
{
if (slots == null || isSubInventory != subInventory) return;
for (int i = 0; i < capacity; i++)
{
if (HideSlot(i)) continue;
Rectangle interactRect = slots[i].InteractRect;
interactRect.Location += slots[i].DrawOffset.ToPoint();
//don't draw the item if it's being dragged out of the slot
bool drawItem = draggingItem == null || draggingItem != Items[i] || interactRect.Contains(PlayerInput.MousePosition);
DrawSlot(spriteBatch, this, slots[i], Items[i], i, drawItem);
}
}
/// <summary>
/// Is the mouse on any inventory element (slot, equip button, subinventory...)
/// </summary>
/// <returns></returns>
public static bool IsMouseOnInventory()
{
if (Character.Controlled == null) return false;
if (draggingItem != null || DraggingInventory != null) return true;
if (Character.Controlled.Inventory != null)
{
var inv = Character.Controlled.Inventory;
for (var i = 0; i < inv.slots.Length; i++)
{
var slot = inv.slots[i];
if (slot.InteractRect.Contains(PlayerInput.MousePosition))
{
return true;
}
// check if the equip button actually exists
if (slot.EquipButtonRect.Contains(PlayerInput.MousePosition) &&
i >= 0 && inv.Items.Length > i &&
inv.Items[i] != null)
{
return true;
}
}
}
if (Character.Controlled.SelectedCharacter?.Inventory != null)
{
var inv = Character.Controlled.SelectedCharacter.Inventory;
for (var i = 0; i < inv.slots.Length; i++)
{
var slot = inv.slots[i];
if (slot.InteractRect.Contains(PlayerInput.MousePosition))
{
return true;
}
// check if the equip button actually exists
if (slot.EquipButtonRect.Contains(PlayerInput.MousePosition) &&
i >= 0 && inv.Items.Length > i &&
inv.Items[i] != null)
{
return true;
}
}
}
if (Character.Controlled.SelectedConstruction != null)
{
foreach (var ic in Character.Controlled.SelectedConstruction.ActiveHUDs)
{
var itemContainer = ic as ItemContainer;
if (itemContainer?.Inventory?.slots == null) continue;
foreach (InventorySlot slot in itemContainer.Inventory.slots)
{
if (slot.InteractRect.Contains(PlayerInput.MousePosition) ||
slot.EquipButtonRect.Contains(PlayerInput.MousePosition))
{
return true;
}
}
}
}
foreach (SlotReference highlightedSubInventorySlot in highlightedSubInventorySlots)
{
if (GetSubInventoryHoverArea(highlightedSubInventorySlot).Contains(PlayerInput.MousePosition)) return true;
}
return false;
}
public static CursorState GetInventoryMouseCursor()
{
var character = Character.Controlled;
if (character == null) { return CursorState.Default; }
if (draggingItem != null || DraggingInventory != null) { return CursorState.Dragging; }
var inv = character.Inventory;
var selInv = character.SelectedCharacter?.Inventory;
if (inv == null) { return CursorState.Default; }
foreach (var item in inv.Items)
{
var container = item?.GetComponent<ItemContainer>();
if (container == null) { continue; }
if (container.Inventory.slots != null)
{
if (container.Inventory.slots.Any(slot => slot.IsHighlighted))
{
return CursorState.Hand;
}
}
if (container.Inventory.movableFrameRect.Contains(PlayerInput.MousePosition))
{
return CursorState.Move;
}
}
if (selInv != null)
{
for (int i = 0; i < selInv.slots.Length; i++)
{
InventorySlot slot = selInv.slots[i];
if (slot.InteractRect.Contains(PlayerInput.MousePosition) ||
(slot.EquipButtonRect.Contains(PlayerInput.MousePosition) && selInv.Items[i] != null && selInv.Items[i].AllowedSlots.Any(a => a == InvSlotType.Any)))
{
return CursorState.Hand;
}
}
}
if (character.SelectedConstruction != null)
{
foreach (var ic in character.SelectedConstruction.ActiveHUDs)
{
var itemContainer = ic as ItemContainer;
if (itemContainer?.Inventory?.slots == null) continue;
foreach (var slot in itemContainer.Inventory.slots)
{
if (slot.InteractRect.Contains(PlayerInput.MousePosition) ||
slot.EquipButtonRect.Contains(PlayerInput.MousePosition))
{
return CursorState.Hand;
}
}
}
}
for (int i = 0; i < inv.slots.Length; i++)
{
InventorySlot slot = inv.slots[i];
if (slot.EquipButtonRect.Contains(PlayerInput.MousePosition) && inv.Items[i] != null && inv.Items[i].AllowedSlots.Any(a => a == InvSlotType.Any))
{
return CursorState.Hand;
}
// This is the only place we double check this because if we have a inventory container
// highlighting any area within that container registers as highlighting the
// original slot the item is in thus giving us a false hand cursor.
if (slot.InteractRect.Contains(PlayerInput.MousePosition))
{
if (slot.IsHighlighted)
{
return CursorState.Hand;
}
}
}
return CursorState.Default;
}
protected static void DrawToolTip(SpriteBatch spriteBatch, string toolTip, Rectangle highlightedSlot, List<ColorData> colorData = null)
{
GUIComponent.DrawToolTip(spriteBatch, toolTip, highlightedSlot, colorData);
}
public void DrawSubInventory(SpriteBatch spriteBatch, int slotIndex)
{
var item = Items[slotIndex];
if (item == null) return;
var container = item.GetComponent<ItemContainer>();
if (container == null || !container.DrawInventory) return;
if (container.Inventory.slots == null || !container.Inventory.isSubInventory) return;
int itemCapacity = container.Capacity;
#if DEBUG
System.Diagnostics.Debug.Assert(slotIndex >= 0 && slotIndex < Items.Length);
#else
if (slotIndex < 0 || slotIndex >= Items.Length) return;
#endif
if (!canMove)
{
Rectangle prevScissorRect = spriteBatch.GraphicsDevice.ScissorRectangle;
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.Deferred, rasterizerState: GameMain.ScissorTestEnable);
if (slots[slotIndex].SubInventoryDir > 0)
{
spriteBatch.GraphicsDevice.ScissorRectangle = new Rectangle(
new Point(0, slots[slotIndex].Rect.Bottom),
new Point(GameMain.GraphicsWidth, (int)Math.Max(GameMain.GraphicsHeight - slots[slotIndex].Rect.Bottom, 0)));
}
else
{
spriteBatch.GraphicsDevice.ScissorRectangle = new Rectangle(
new Point(0, 0),
new Point(GameMain.GraphicsWidth, slots[slotIndex].Rect.Y));
}
container.Inventory.Draw(spriteBatch, true);
spriteBatch.End();
spriteBatch.GraphicsDevice.ScissorRectangle = prevScissorRect;
spriteBatch.Begin(SpriteSortMode.Deferred);
}
else
{
container.Inventory.Draw(spriteBatch, true);
}
container.InventoryBottomSprite?.Draw(spriteBatch,
new Vector2(slots[slotIndex].Rect.Center.X, slots[slotIndex].Rect.Y) + slots[slotIndex].DrawOffset,
0.0f, UIScale);
container.InventoryTopSprite?.Draw(spriteBatch,
new Vector2(
slots[slotIndex].Rect.Center.X,
container.Inventory.slots[container.Inventory.slots.Length - 1].Rect.Y) + container.Inventory.slots[container.Inventory.slots.Length - 1].DrawOffset,
0.0f, UIScale);
if (container.MovableFrame && !IsInventoryHoverAvailable(Owner as Character, container))
{
if (positionUpdateQueued) // Wait a frame before updating the positioning of the container after a resolution change to have everything working
{
int height = (int)(movableFrameRectHeight * UIScale);
CreateSlots();
container.Inventory.movableFrameRect = new Rectangle(container.Inventory.BackgroundFrame.X, container.Inventory.BackgroundFrame.Y - height, container.Inventory.BackgroundFrame.Width, height);
draggableIndicatorScale = 1.25f * UIScale;
draggableIndicatorOffset = DraggableIndicator.size * draggableIndicatorScale / 2f;
draggableIndicatorOffset += new Vector2(height / 2f - draggableIndicatorOffset.Y);
container.Inventory.originalPos = container.Inventory.savedPosition = container.Inventory.movableFrameRect.Center;
positionUpdateQueued = false;
}
if (container.Inventory.movableFrameRect.Size == Point.Zero || GUI.HasSizeChanged(prevScreenResolution, prevUIScale, prevHUDScale))
{
// Reset position
container.Inventory.savedPosition = container.Inventory.originalPos;
prevScreenResolution = new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight);
prevUIScale = UIScale;
prevHUDScale = GUI.Scale;
positionUpdateQueued = true;
}
else
{
GUI.DrawRectangle(spriteBatch, container.Inventory.movableFrameRect, movableFrameRectColor, true);
DraggableIndicator.Draw(spriteBatch, container.Inventory.movableFrameRect.Location.ToVector2() + draggableIndicatorOffset, 0, draggableIndicatorScale);
}
}
}
public static void UpdateDragging()
{
if (draggingItem != null && PlayerInput.PrimaryMouseButtonReleased())
{
Character.Controlled.ClearInputs();
if (CharacterHealth.OpenHealthWindow != null &&
CharacterHealth.OpenHealthWindow.OnItemDropped(draggingItem, false))
{
draggingItem = null;
return;
}
if (selectedSlot == null)
{
if (DraggingItemToWorld &&
Character.Controlled.FocusedItem?.OwnInventory != null &&
Character.Controlled.FocusedItem.OwnInventory.CanBePut(draggingItem) &&
Character.Controlled.FocusedItem.OwnInventory.TryPutItem(draggingItem, Character.Controlled))
{
GUI.PlayUISound(GUISoundType.PickItem);
}
else
{
GUI.PlayUISound(GUISoundType.DropItem);
draggingItem.Drop(Character.Controlled);
}
}
else if (selectedSlot.ParentInventory.Items[selectedSlot.SlotIndex] != draggingItem)
{
Inventory selectedInventory = selectedSlot.ParentInventory;
int slotIndex = selectedSlot.SlotIndex;
//if attempting to drop into an invalid slot in the same inventory, try to move to the correct slot
if (selectedInventory.Items[slotIndex] == null &&
selectedInventory == Character.Controlled.Inventory &&
!draggingItem.AllowedSlots.Any(a => a.HasFlag(Character.Controlled.Inventory.SlotTypes[slotIndex])) &&
selectedInventory.TryPutItem(draggingItem, Character.Controlled, draggingItem.AllowedSlots))
{
if (selectedInventory.slots != null)
{
for (int i = 0; i < selectedInventory.slots.Length; i++)
{
if (selectedInventory.Items[i] == draggingItem)
{
selectedInventory.slots[slotIndex].ShowBorderHighlight(Color.White, 0.1f, 0.4f);
}
}
selectedInventory.slots[slotIndex].ShowBorderHighlight(GUI.Style.Red, 0.1f, 0.9f);
}
GUI.PlayUISound(GUISoundType.PickItem);
}
else if (selectedInventory.TryPutItem(draggingItem, slotIndex, true, true, Character.Controlled))
{
if (selectedInventory.slots != null) { selectedInventory.slots[slotIndex].ShowBorderHighlight(Color.White, 0.1f, 0.4f); }
GUI.PlayUISound(GUISoundType.PickItem);
}
else
{
if (selectedInventory.slots != null){ selectedInventory.slots[slotIndex].ShowBorderHighlight(GUI.Style.Red, 0.1f, 0.9f); }
GUI.PlayUISound(GUISoundType.PickItemFail);
}
selectedInventory.HideTimer = 2.0f;
if (selectedSlot.ParentInventory?.Owner is Item parentItem && parentItem.ParentInventory != null)
{
for (int i = 0; i < parentItem.ParentInventory.capacity; i++)
{
if (parentItem.ParentInventory.HideSlot(i)) continue;
if (parentItem.ParentInventory.Items[i] != parentItem) continue;
highlightedSubInventorySlots.Add(new SlotReference(
parentItem.ParentInventory, parentItem.ParentInventory.slots[i],
i, false, selectedSlot.ParentInventory));
break;
}
}
draggingItem = null;
draggingSlot = null;
}
draggingItem = null;
}
if (selectedSlot != null && !selectedSlot.Slot.MouseOn())
{
selectedSlot = null;
}
}
protected static Rectangle GetSubInventoryHoverArea(SlotReference subSlot)
{
Rectangle hoverArea;
if (!subSlot.Inventory.Movable())
{
hoverArea = subSlot.Slot.Rect;
hoverArea.Location += subSlot.Slot.DrawOffset.ToPoint();
hoverArea = Rectangle.Union(hoverArea, subSlot.Slot.EquipButtonRect);
}
else
{
hoverArea = subSlot.Inventory.BackgroundFrame;
hoverArea.Location += subSlot.Slot.DrawOffset.ToPoint();
hoverArea = Rectangle.Union(hoverArea, subSlot.Inventory.movableFrameRect);
}
if (subSlot.Inventory?.slots != null)
{
foreach (InventorySlot slot in subSlot.Inventory.slots)
{
Rectangle subSlotRect = slot.InteractRect;
subSlotRect.Location += slot.DrawOffset.ToPoint();
hoverArea = Rectangle.Union(hoverArea, subSlotRect);
}
if (subSlot.Slot.SubInventoryDir < 0)
{
hoverArea.Height -= hoverArea.Bottom - subSlot.Slot.Rect.Bottom;
}
else
{
int over = subSlot.Slot.Rect.Y - hoverArea.Y;
hoverArea.Y += over;
hoverArea.Height -= over;
}
}
float inflateAmount = 10 * UIScale;
hoverArea.Inflate(inflateAmount, inflateAmount);
return hoverArea;
}
public static void DrawFront(SpriteBatch spriteBatch)
{
if (GUI.PauseMenuOpen || GUI.SettingsMenuOpen) { return; }
subInventorySlotsToDraw.Clear();
subInventorySlotsToDraw.AddRange(highlightedSubInventorySlots);
foreach (var slot in subInventorySlotsToDraw)
{
int slotIndex = Array.IndexOf(slot.ParentInventory.slots, slot.Slot);
if (slotIndex > -1 && slotIndex < slot.ParentInventory.slots.Length)
{
slot.ParentInventory.DrawSubInventory(spriteBatch, slotIndex);
}
}
if (draggingItem != null)
{
if (draggingSlot == null || (!draggingSlot.MouseOn()))
{
Sprite sprite = draggingItem.Prefab.InventoryIcon ?? draggingItem.Sprite;
int iconSize = (int)(64 * GUI.Scale);
float scale = Math.Min(Math.Min(iconSize / sprite.size.X, iconSize / sprite.size.Y), 1.5f);
Vector2 itemPos = PlayerInput.MousePosition;
bool mouseOnHealthInterface = CharacterHealth.OpenHealthWindow != null && CharacterHealth.OpenHealthWindow.MouseOnElement;
if ((GUI.MouseOn == null || mouseOnHealthInterface) && selectedSlot == null)
{
var shadowSprite = GUI.Style.GetComponentStyle("OuterGlow").Sprites[GUIComponent.ComponentState.None][0];
string toolTip = mouseOnHealthInterface ? TextManager.Get("QuickUseAction.UseTreatment") :
Character.Controlled.FocusedItem != null ?
TextManager.GetWithVariable("PutItemIn", "[itemname]", Character.Controlled.FocusedItem.Name, true) :
TextManager.Get("DropItem");
int textWidth = (int)Math.Max(GUI.Font.MeasureString(draggingItem.Name).X, GUI.SmallFont.MeasureString(toolTip).X);
int textSpacing = (int)(15 * GUI.Scale);
Point shadowBorders = (new Point(40, 10)).Multiply(GUI.Scale);
shadowSprite.Draw(spriteBatch,
new Rectangle(itemPos.ToPoint() - new Point(iconSize / 2) - shadowBorders, new Point(iconSize + textWidth + textSpacing, iconSize) + shadowBorders.Multiply(2)), Color.Black * 0.8f);
GUI.DrawString(spriteBatch, new Vector2(itemPos.X + iconSize / 2 + textSpacing, itemPos.Y - iconSize / 2), draggingItem.Name, Color.White);
GUI.DrawString(spriteBatch, new Vector2(itemPos.X + iconSize / 2 + textSpacing, itemPos.Y), toolTip,
color: Character.Controlled.FocusedItem == null && !mouseOnHealthInterface ? GUI.Style.Red : Color.LightGreen,
font: GUI.SmallFont);
}
sprite.Draw(spriteBatch, itemPos + Vector2.One * 2, Color.Black, scale: scale);
sprite.Draw(spriteBatch,
itemPos,
sprite == draggingItem.Sprite ? draggingItem.GetSpriteColor() : draggingItem.GetInventoryIconColor(),
scale: scale);
}
}
if (selectedSlot != null && selectedSlot.Item != null)
{
Rectangle slotRect = selectedSlot.Slot.Rect;
slotRect.Location += selectedSlot.Slot.DrawOffset.ToPoint();
DrawToolTip(spriteBatch, selectedSlot.Tooltip, slotRect, selectedSlot.TooltipColorData);
}
}
public static void DrawSlot(SpriteBatch spriteBatch, Inventory inventory, InventorySlot slot, Item item, int slotIndex, bool drawItem = true, InvSlotType type = InvSlotType.Any)
{
Rectangle rect = slot.Rect;
rect.Location += slot.DrawOffset.ToPoint();
if (slot.HighlightColor.A > 0)
{
float inflateAmount = (slot.HighlightColor.A / 255.0f) * slot.HighlightScaleUpAmount * 0.5f;
rect.Inflate(rect.Width * inflateAmount, rect.Height * inflateAmount);
}
Color slotColor = Color.White;
var itemContainer = item?.GetComponent<ItemContainer>();
if (itemContainer != null && (itemContainer.InventoryTopSprite != null || itemContainer.InventoryBottomSprite != null))
{
if (!highlightedSubInventorySlots.Any(s => s.Slot == slot))
{
itemContainer.InventoryBottomSprite?.Draw(spriteBatch, new Vector2(rect.Center.X, rect.Y), 0, UIScale);
itemContainer.InventoryTopSprite?.Draw(spriteBatch, new Vector2(rect.Center.X, rect.Y), 0, UIScale);
}
drawItem = false;
}
else
{
Sprite slotSprite = slot.SlotSprite ?? SlotSpriteSmall;
/*if (inventory != null && (CharacterInventory.PersonalSlots.HasFlag(type) || (inventory.isSubInventory && (inventory.Owner as Item) != null
&& (inventory.Owner as Item).AllowedSlots.Any(a => CharacterInventory.PersonalSlots.HasFlag(a)))))
{
slotColor = slot.IsHighlighted ? GUI.Style.EquipmentSlotColor : GUI.Style.EquipmentSlotColor * 0.8f;
}
else
{
slotColor = slot.IsHighlighted ? GUI.Style.InventorySlotColor : GUI.Style.InventorySlotColor * 0.8f;
}*/
if (inventory != null && inventory.Locked) { slotColor = Color.Gray * 0.5f; }
spriteBatch.Draw(slotSprite.Texture, rect, slotSprite.SourceRect, slotColor);
bool canBePut = false;
if (draggingItem != null && inventory != null && slotIndex > -1 && slotIndex < inventory.slots.Length)
{
if (inventory.CanBePut(draggingItem, slotIndex))
{
canBePut = true;
}
else if (inventory.Items[slotIndex]?.OwnInventory?.CanBePut(draggingItem) ?? false)
{
canBePut = true;
}
else if (inventory.Items[slotIndex] == null && inventory == Character.Controlled.Inventory &&
!draggingItem.AllowedSlots.Any(a => a.HasFlag(Character.Controlled.Inventory.SlotTypes[slotIndex])) &&
Character.Controlled.Inventory.CanBeAutoMovedToCorrectSlots(draggingItem))
{
canBePut = true;
}
}
if (slot.MouseOn() && canBePut && selectedSlot?.Slot == slot)
{
GUI.UIGlow.Draw(spriteBatch, rect, GUI.Style.Green);
}
if (item != null && drawItem)
{
if (!item.IsFullCondition && (itemContainer == null || !itemContainer.ShowConditionInContainedStateIndicator))
{
GUI.DrawRectangle(spriteBatch, new Rectangle(rect.X, rect.Bottom - 8, rect.Width, 8), Color.Black * 0.8f, true);
GUI.DrawRectangle(spriteBatch,
new Rectangle(rect.X, rect.Bottom - 8, (int)(rect.Width * (item.Condition / item.MaxCondition)), 8),
Color.Lerp(GUI.Style.Red, GUI.Style.Green, item.Condition / item.MaxCondition) * 0.8f, true);
}
if (itemContainer != null && itemContainer.ShowContainedStateIndicator)
{
float containedState = 0.0f;
if (itemContainer.ShowConditionInContainedStateIndicator)
{
containedState = item.Condition / item.MaxCondition;
}
else
{
containedState = itemContainer.Inventory.Capacity == 1 ?
(itemContainer.Inventory.Items[0] == null ? 0.0f : itemContainer.Inventory.Items[0].Condition / itemContainer.Inventory.Items[0].MaxCondition) :
itemContainer.Inventory.Items.Count(i => i != null) / (float)itemContainer.Inventory.capacity;
}
int dir = slot.SubInventoryDir;
Rectangle containedIndicatorArea = new Rectangle(rect.X,
dir < 0 ? rect.Bottom + HUDLayoutSettings.Padding / 2 : rect.Y - HUDLayoutSettings.Padding / 2 - ContainedIndicatorHeight, rect.Width, ContainedIndicatorHeight);
containedIndicatorArea.Inflate(-4, 0);
Color backgroundColor = GUI.Style.ColorInventoryBackground;
if (itemContainer.ContainedStateIndicator?.Texture == null)
{
containedIndicatorArea.Inflate(0, -2);
GUI.DrawRectangle(spriteBatch, containedIndicatorArea, backgroundColor, true);
GUI.DrawRectangle(spriteBatch,
new Rectangle(containedIndicatorArea.X, containedIndicatorArea.Y, (int)(containedIndicatorArea.Width * containedState), containedIndicatorArea.Height),
ToolBox.GradientLerp(containedState, GUI.Style.ColorInventoryEmpty, GUI.Style.ColorInventoryHalf, GUI.Style.ColorInventoryFull) * 0.8f, true);
GUI.DrawLine(spriteBatch,
new Vector2(containedIndicatorArea.X + (int)(containedIndicatorArea.Width * containedState), containedIndicatorArea.Y),
new Vector2(containedIndicatorArea.X + (int)(containedIndicatorArea.Width * containedState), containedIndicatorArea.Bottom),
Color.Black * 0.8f);
}
else
{
Sprite indicatorSprite = itemContainer.ContainedStateIndicator;
float indicatorScale = Math.Min(
containedIndicatorArea.Width / (float)indicatorSprite.SourceRect.Width,
containedIndicatorArea.Height / (float)indicatorSprite.SourceRect.Height);
if (containedState >= 0.0f && containedState < 0.25f && inventory == Character.Controlled?.Inventory && Character.Controlled.HasEquippedItem(item))
{
indicatorScale += ((float)Math.Sin(Timing.TotalTime * 5.0f) + 1.0f) * 0.25f;
}
indicatorSprite.Draw(spriteBatch, containedIndicatorArea.Center.ToVector2(),
(inventory != null && inventory.Locked) ? backgroundColor * 0.5f : backgroundColor,
origin: indicatorSprite.size / 2,
rotate: 0.0f,
scale: indicatorScale);
Color indicatorColor = ToolBox.GradientLerp(containedState, GUI.Style.ColorInventoryEmpty, GUI.Style.ColorInventoryHalf, GUI.Style.ColorInventoryFull);
if (inventory != null && inventory.Locked) { indicatorColor *= 0.5f; }
spriteBatch.Draw(indicatorSprite.Texture, containedIndicatorArea.Center.ToVector2(),
sourceRectangle: new Rectangle(indicatorSprite.SourceRect.Location, new Point((int)(indicatorSprite.SourceRect.Width * containedState), indicatorSprite.SourceRect.Height)),
color: indicatorColor,
rotation: 0.0f,
origin: indicatorSprite.size / 2,
scale: indicatorScale,
effects: SpriteEffects.None, layerDepth: 0.0f);
spriteBatch.Draw(indicatorSprite.Texture, containedIndicatorArea.Center.ToVector2(),
sourceRectangle: new Rectangle(indicatorSprite.SourceRect.X - 1 + (int)(indicatorSprite.SourceRect.Width * containedState), indicatorSprite.SourceRect.Y, Math.Max((int)Math.Ceiling(1 / indicatorScale), 2), indicatorSprite.SourceRect.Height),
color: Color.Black,
rotation: 0.0f,
origin: new Vector2(indicatorSprite.size.X * (0.5f - containedState), indicatorSprite.size.Y * 0.5f),
scale: indicatorScale,
effects: SpriteEffects.None, layerDepth: 0.0f);
}
}
}
}
if (GameMain.DebugDraw)
{
GUI.DrawRectangle(spriteBatch, rect, Color.White, false, 0, 1);
GUI.DrawRectangle(spriteBatch, slot.EquipButtonRect, Color.White, false, 0, 1);
}
if (slot.HighlightColor != Color.Transparent)
{
GUI.UIGlow.Draw(spriteBatch, rect, slot.HighlightColor);
}
if (item != null && drawItem)
{
Sprite sprite = item.Prefab.InventoryIcon ?? item.Sprite;
float scale = Math.Min(Math.Min((rect.Width - 10) / sprite.size.X, (rect.Height - 10) / sprite.size.Y), 2.0f);
Vector2 itemPos = rect.Center.ToVector2();
if (itemPos.Y > GameMain.GraphicsHeight)
{
itemPos.Y -= Math.Min(
(itemPos.Y + sprite.size.Y / 2 * scale) - GameMain.GraphicsHeight,
(itemPos.Y - sprite.size.Y / 2 * scale) - rect.Y);
}
float rotation = 0.0f;
if (slot.HighlightColor.A > 0)
{
rotation = (float)Math.Sin(slot.HighlightTimer * MathHelper.TwoPi) * slot.HighlightTimer * 0.3f;
}
Color spriteColor = sprite == item.Sprite ? item.GetSpriteColor() : item.GetInventoryIconColor();
if (inventory != null && inventory.Locked) { spriteColor *= 0.5f; }
if (CharacterHealth.OpenHealthWindow != null && !item.UseInHealthInterface)
{
spriteColor = Color.Lerp(spriteColor, Color.TransparentBlack, 0.5f);
}
else
{
sprite.Draw(spriteBatch, itemPos + Vector2.One * 2, Color.Black * 0.6f, rotate: rotation, scale: scale);
}
sprite.Draw(spriteBatch, itemPos, spriteColor, rotation, scale);
}
if (inventory != null &&
!inventory.Locked &&
Character.Controlled?.Inventory == inventory &&
slot.QuickUseKey != Keys.None)
{
spriteBatch.Draw(slotHotkeySprite.Texture, rect.ScaleSize(1.15f), slotHotkeySprite.SourceRect, slotColor);
GUI.DrawString(spriteBatch, rect.Location.ToVector2() + new Vector2((int)(4.25f * UIScale), (int)Math.Ceiling(-1.5f * UIScale)), slot.QuickUseKey.ToString().Substring(1, 1), Color.Black, font: GUI.HotkeyFont);
}
}
public void ClientRead(ServerNetObject type, IReadMessage msg, float sendingTime)
{
UInt16 lastEventID = msg.ReadUInt16();
byte itemCount = msg.ReadByte();
receivedItemIDs = new ushort[itemCount];
for (int i = 0; i < itemCount; i++)
{
receivedItemIDs[i] = msg.ReadUInt16();
}
//delay applying the new state if less than 1 second has passed since this client last sent a state to the server
//prevents the inventory from briefly reverting to an old state if items are moved around in quick succession
//also delay if we're still midround syncing, some of the items in the inventory may not exist yet
if (syncItemsDelay > 0.0f || GameMain.Client.MidRoundSyncing || NetIdUtils.IdMoreRecent(lastEventID, GameMain.Client.EntityEventManager.LastReceivedID))
{
if (syncItemsCoroutine != null) CoroutineManager.StopCoroutines(syncItemsCoroutine);
syncItemsCoroutine = CoroutineManager.StartCoroutine(SyncItemsAfterDelay(lastEventID));
}
else
{
if (syncItemsCoroutine != null)
{
CoroutineManager.StopCoroutines(syncItemsCoroutine);
syncItemsCoroutine = null;
}
ApplyReceivedState();
}
}
private IEnumerable<object> SyncItemsAfterDelay(UInt16 lastEventID)
{
while (syncItemsDelay > 0.0f ||
//don't apply inventory updates until
// 1. MidRound syncing is done AND
// 2. We've received all the events created before the update was written (otherwise we may not yet know about some items the server has spawned in the inventory)
(GameMain.Client != null && (GameMain.Client.MidRoundSyncing || NetIdUtils.IdMoreRecent(lastEventID, GameMain.Client.EntityEventManager.LastReceivedID))))
{
if (GameMain.GameSession == null || Level.Loaded == null)
{
yield return CoroutineStatus.Success;
}
syncItemsDelay = Math.Max((float)(syncItemsDelay - Timing.Step), 0.0f);
yield return CoroutineStatus.Running;
}
if (Owner.Removed || GameMain.Client == null)
{
yield return CoroutineStatus.Success;
}
ApplyReceivedState();
yield return CoroutineStatus.Success;
}
private void ApplyReceivedState()
{
if (receivedItemIDs == null || (Owner != null && Owner.Removed)) { return; }
for (int i = 0; i < capacity; i++)
{
if (receivedItemIDs[i] == 0 || (Entity.FindEntityByID(receivedItemIDs[i]) as Item != Items[i]))
{
if (Items[i] != null) Items[i].Drop(null);
System.Diagnostics.Debug.Assert(Items[i] == null);
}
}
for (int i = 0; i < capacity; i++)
{
if (receivedItemIDs[i] > 0)
{
if (!(Entity.FindEntityByID(receivedItemIDs[i]) is Item item) || Items[i] == item) { continue; }
TryPutItem(item, i, true, true, null, false);
for (int j = 0; j < capacity; j++)
{
if (Items[j] == item && receivedItemIDs[j] != item.ID)
{
Items[j] = null;
}
}
}
}
receivedItemIDs = null;
}
public void ClientWrite(IWriteMessage msg, object[] extraData = null)
{
SharedWrite(msg, extraData);
syncItemsDelay = 1.0f;
}
}
}