private void HandleHandCountChange(HandCountChangedEvent message) { if (message.Sender == Owner) { UpdateHandCount(); } }
/// <summary> /// Check the current amount of hands the owner has, and if there's less hands than active cuffs we remove some cuffs. /// </summary> private void OnHandCountChanged(HandCountChangedEvent message) { var owner = message.Sender; if (!EntityManager.TryGetComponent(owner, out CuffableComponent? cuffable) || !cuffable.Initialized) { return; } var dirty = false; var handCount = EntityManager.GetComponentOrNull <HandsComponent>(owner)?.Count ?? 0; while (cuffable.CuffedHandCount > handCount && cuffable.CuffedHandCount > 0) { dirty = true; var container = cuffable.Container; var entity = container.ContainedEntities[^ 1];