Files
Delta-v/Content.Client/Hands/Systems/HandsSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

414 lines
16 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Shared._Shitmed.Body.Events; // Shitmed Change
using Content.Client.DisplacementMap;
using Content.Client.Examine;
using Content.Client.Strip;
using Content.Client.Verbs.UI;
using Content.Shared.Body.Part; // Shitmed Change
using Content.Shared.Hands;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Inventory.VirtualItem;
using Content.Shared.Item;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Player;
using Robust.Client.UserInterface;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Player;
using Robust.Shared.Utility;
namespace Content.Client.Hands.Systems
{
[UsedImplicitly]
public sealed class HandsSystem : SharedHandsSystem
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IUserInterfaceManager _ui = default!;
[Dependency] private readonly StrippableSystem _stripSys = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
[Dependency] private readonly ExamineSystem _examine = default!;
[Dependency] private readonly DisplacementMapSystem _displacement = default!;
public event Action<string?>? OnPlayerSetActiveHand;
public event Action<Entity<HandsComponent>>? OnPlayerHandsAdded;
public event Action? OnPlayerHandsRemoved;
public event Action<string, EntityUid>? OnPlayerItemAdded;
public event Action<string, EntityUid>? OnPlayerItemRemoved;
public event Action<string>? OnPlayerHandBlocked;
public event Action<string>? OnPlayerHandUnblocked;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<HandsComponent, LocalPlayerAttachedEvent>(HandlePlayerAttached);
SubscribeLocalEvent<HandsComponent, LocalPlayerDetachedEvent>(HandlePlayerDetached);
SubscribeLocalEvent<HandsComponent, ComponentStartup>(OnHandsStartup);
SubscribeLocalEvent<HandsComponent, ComponentShutdown>(OnHandsShutdown);
SubscribeLocalEvent<HandsComponent, ComponentHandleState>(HandleComponentState);
SubscribeLocalEvent<HandsComponent, VisualsChangedEvent>(OnVisualsChanged);
SubscribeLocalEvent<HandsComponent, BodyPartRemovedEvent>(HandleBodyPartRemoved); // Shitmed Change
SubscribeLocalEvent<HandsComponent, BodyPartDisabledEvent>(HandleBodyPartDisabled); // Shitmed Change
OnHandSetActive += OnHandActivated;
}
#region StateHandling
private void HandleComponentState(Entity<HandsComponent> ent, ref ComponentHandleState args)
{
if (args.Current is not HandsComponentState state)
return;
var newHands = state.Hands.Keys.Except(ent.Comp.Hands.Keys); // hands that were added between states
var oldHands = ent.Comp.Hands.Keys.Except(state.Hands.Keys); // hands that were removed between states
foreach (var handId in oldHands)
{
RemoveHand(ent.AsNullable(), handId);
}
foreach (var handId in state.SortedHands.Intersect(newHands))
{
AddHand(ent.AsNullable(), handId, state.Hands[handId]);
}
ent.Comp.SortedHands = new (state.SortedHands);
SetActiveHand(ent.AsNullable(), state.ActiveHandId);
_stripSys.UpdateUi(ent);
}
#endregion
public void ReloadHandButtons()
{
if (!TryGetPlayerHands(out var hands))
{
return;
}
OnPlayerHandsAdded?.Invoke(hands.Value);
}
public override void DoDrop(Entity<HandsComponent?> ent,
string handId,
bool doDropInteraction = true,
bool log = true)
{
base.DoDrop(ent, handId, doDropInteraction, log);
if (TryGetHeldItem(ent, handId, out var held) && TryComp(held, out SpriteComponent? sprite))
sprite.RenderOrder = EntityManager.CurrentTick.Value;
}
public EntityUid? GetActiveHandEntity()
{
return TryGetPlayerHands(out var hands) ? GetActiveItem(hands.Value.AsNullable()) : null;
}
/// <summary>
/// Get the hands component of the local player
/// </summary>
public bool TryGetPlayerHands([NotNullWhen(true)] out Entity<HandsComponent>? hands)
{
var player = _playerManager.LocalEntity;
hands = null;
if (player == null || !TryComp<HandsComponent>(player.Value, out var handsComp))
return false;
hands = (player.Value, handsComp);
return true;
}
/// <summary>
/// Called when a user clicked on their hands GUI
/// </summary>
public void UIHandClick(Entity<HandsComponent> ent, string handName)
{
var hands = ent.Comp;
if (hands.ActiveHandId == null)
return;
var pressedEntity = GetHeldItem(ent.AsNullable(), handName);
var activeEntity = GetActiveItem(ent.AsNullable());
if (handName == hands.ActiveHandId && activeEntity != null)
{
// use item in hand
// it will always be attack_self() in my heart.
RaisePredictiveEvent(new RequestUseInHandEvent());
return;
}
if (handName != hands.ActiveHandId && pressedEntity == null)
{
// change active hand
RaisePredictiveEvent(new RequestSetHandEvent(handName));
return;
}
if (handName != hands.ActiveHandId && pressedEntity != null && activeEntity != null)
{
// use active item on held item
RaisePredictiveEvent(new RequestHandInteractUsingEvent(handName));
return;
}
if (handName != hands.ActiveHandId && pressedEntity != null && activeEntity == null)
{
// move the item to the active hand
RaisePredictiveEvent(new RequestMoveHandItemEvent(handName));
}
}
/// <summary>
/// Called when a user clicks on the little "activation" icon in the hands GUI. This is currently only used
/// by storage (backpacks, etc).
/// </summary>
public void UIHandActivate(string handName)
{
RaisePredictiveEvent(new RequestActivateInHandEvent(handName));
}
public void UIInventoryExamine(string handName)
{
if (!TryGetPlayerHands(out var hands) ||
!TryGetHeldItem(hands.Value.AsNullable(), handName, out var heldEntity))
{
return;
}
_examine.DoExamine(heldEntity.Value);
}
/// <summary>
/// Called when a user clicks on the little "activation" icon in the hands GUI. This is currently only used
/// by storage (backpacks, etc).
/// </summary>
public void UIHandOpenContextMenu(string handName)
{
if (!TryGetPlayerHands(out var hands) ||
!TryGetHeldItem(hands.Value.AsNullable(), handName, out var heldEntity))
{
return;
}
_ui.GetUIController<VerbMenuUIController>().OpenVerbMenu(heldEntity.Value);
}
public void UIHandAltActivateItem(string handName)
{
RaisePredictiveEvent(new RequestHandAltInteractEvent(handName));
}
#region visuals
// Shitmed Change Start
private void HideLayers(EntityUid uid, HandsComponent component, Entity<BodyPartComponent> part, SpriteComponent? sprite = null)
{
if (part.Comp.PartType != BodyPartType.Hand || !Resolve(uid, ref sprite, logMissing: false))
return;
var location = part.Comp.Symmetry switch
{
BodyPartSymmetry.None => HandLocation.Middle,
BodyPartSymmetry.Left => HandLocation.Left,
BodyPartSymmetry.Right => HandLocation.Right,
_ => throw new ArgumentOutOfRangeException(nameof(part.Comp.Symmetry))
};
if (component.RevealedLayers.TryGetValue(location, out var revealedLayers))
{
foreach (var key in revealedLayers)
sprite.RemoveLayer(key);
revealedLayers.Clear();
}
}
private void HandleBodyPartRemoved(EntityUid uid, HandsComponent component, ref BodyPartRemovedEvent args) => HideLayers(uid, component, args.Part);
private void HandleBodyPartDisabled(EntityUid uid, HandsComponent component, ref BodyPartDisabledEvent args) => HideLayers(uid, component, args.Part);
// Shitmed Change End
protected override void HandleEntityInserted(EntityUid uid, HandsComponent hands, EntInsertedIntoContainerMessage args)
{
base.HandleEntityInserted(uid, hands, args);
if (!hands.Hands.ContainsKey(args.Container.ID))
return;
UpdateHandVisuals(uid, args.Entity, args.Container.ID);
_stripSys.UpdateUi(uid);
if (uid != _playerManager.LocalEntity)
return;
OnPlayerItemAdded?.Invoke(args.Container.ID, args.Entity);
if (HasComp<VirtualItemComponent>(args.Entity))
OnPlayerHandBlocked?.Invoke(args.Container.ID);
}
protected override void HandleEntityRemoved(EntityUid uid, HandsComponent hands, EntRemovedFromContainerMessage args)
{
base.HandleEntityRemoved(uid, hands, args);
if (!hands.Hands.ContainsKey(args.Container.ID))
return;
UpdateHandVisuals(uid, args.Entity, args.Container.ID);
_stripSys.UpdateUi(uid);
if (uid != _playerManager.LocalEntity)
return;
OnPlayerItemRemoved?.Invoke(args.Container.ID, args.Entity);
if (HasComp<VirtualItemComponent>(args.Entity))
OnPlayerHandUnblocked?.Invoke(args.Container.ID);
}
/// <summary>
/// Update the players sprite with new in-hand visuals.
/// </summary>
private void UpdateHandVisuals(Entity<HandsComponent?, SpriteComponent?> ent, EntityUid held, string handId)
{
if (!Resolve(ent, ref ent.Comp1, ref ent.Comp2, false))
return;
var handComp = ent.Comp1;
var sprite = ent.Comp2;
if (!TryGetHand((ent, handComp), handId, out var hand))
return;
// visual update might involve changes to the entity's effective sprite -> need to update hands GUI.
if (ent == _playerManager.LocalEntity)
OnPlayerItemAdded?.Invoke(handId, held);
if (!handComp.ShowInHands)
return;
// Remove old layers. We could also just set them to invisible, but as items may add arbitrary layers, this
// may eventually bloat the player with lots of layers.
if (handComp.RevealedLayers.TryGetValue(hand.Value.Location, out var revealedLayers))
{
foreach (var key in revealedLayers)
{
_sprite.RemoveLayer((ent, sprite), key);
}
revealedLayers.Clear();
}
else
{
revealedLayers = new();
handComp.RevealedLayers[hand.Value.Location] = revealedLayers;
}
if (HandIsEmpty((ent, handComp), handId))
{
// the held item was removed.
RaiseLocalEvent(held, new HeldVisualsUpdatedEvent(ent, revealedLayers), true);
return;
}
var ev = new GetInhandVisualsEvent(ent, hand.Value.Location);
RaiseLocalEvent(held, ev);
if (ev.Layers.Count == 0)
{
RaiseLocalEvent(held, new HeldVisualsUpdatedEvent(ent, revealedLayers), true);
return;
}
// add the new layers
foreach (var (key, layerData) in ev.Layers)
{
if (!revealedLayers.Add(key))
{
Log.Warning($"Duplicate key for in-hand visuals: {key}. Are multiple components attempting to modify the same layer? Entity: {ToPrettyString(held)}");
continue;
}
var index = _sprite.LayerMapReserve((ent, sprite), key);
// In case no RSI is given, use the item's base RSI as a default. This cuts down on a lot of unnecessary yaml entries.
if (layerData.RsiPath == null
&& layerData.TexturePath == null
&& sprite[index].Rsi == null)
{
if (TryComp<ItemComponent>(held, out var itemComponent) && itemComponent.RsiPath != null)
_sprite.LayerSetRsi((ent, sprite), index, new ResPath(itemComponent.RsiPath));
else if (TryComp(held, out SpriteComponent? clothingSprite))
_sprite.LayerSetRsi((ent, sprite), index, clothingSprite.BaseRSI);
}
_sprite.LayerSetData((ent, sprite), index, layerData);
// Add displacement maps
var displacement = hand.Value.Location switch
{
HandLocation.Left => handComp.LeftHandDisplacement,
HandLocation.Right => handComp.RightHandDisplacement,
_ => handComp.HandDisplacement
};
if (displacement is not null && _displacement.TryAddDisplacement(displacement, (ent, sprite), index, key, out var displacementKey))
revealedLayers.Add(displacementKey);
}
RaiseLocalEvent(held, new HeldVisualsUpdatedEvent(ent, revealedLayers), true);
}
private void OnVisualsChanged(EntityUid uid, HandsComponent component, VisualsChangedEvent args)
{
// update hands visuals if this item is in a hand (rather then inventory or other container).
if (!component.Hands.ContainsKey(args.ContainerId))
return;
UpdateHandVisuals((uid, component), GetEntity(args.Item), args.ContainerId);
}
#endregion
#region Gui
private void HandlePlayerAttached(EntityUid uid, HandsComponent component, LocalPlayerAttachedEvent args)
{
OnPlayerHandsAdded?.Invoke((uid, component));
}
private void HandlePlayerDetached(EntityUid uid, HandsComponent component, LocalPlayerDetachedEvent args)
{
OnPlayerHandsRemoved?.Invoke();
}
private void OnHandsStartup(EntityUid uid, HandsComponent component, ComponentStartup args)
{
if (_playerManager.LocalEntity == uid)
OnPlayerHandsAdded?.Invoke((uid, component));
}
private void OnHandsShutdown(EntityUid uid, HandsComponent component, ComponentShutdown args)
{
if (_playerManager.LocalEntity == uid)
OnPlayerHandsRemoved?.Invoke();
}
#endregion
private void OnHandActivated(Entity<HandsComponent>? ent)
{
if (ent is not { } hand)
return;
if (_playerManager.LocalEntity != hand.Owner)
return;
OnPlayerSetActiveHand?.Invoke(hand.Comp.ActiveHandId);
}
}
}