Minor appearance changes (#2370)
* Minor appearance changes * Remove that redundant deleted property * Fixes and remove redundant checks Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
This commit is contained in:
@@ -60,12 +60,6 @@ namespace Content.Client.GameObjects.Components.Conveyor
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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if (component.Owner.Deleted)
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{
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return;
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}
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ChangeState(component);
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}
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}
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@@ -60,12 +60,6 @@ namespace Content.Client.GameObjects.Components.Conveyor
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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if (component.Owner.Deleted)
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{
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return;
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}
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ChangeState(component);
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}
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}
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@@ -150,12 +150,6 @@ namespace Content.Client.GameObjects.Components.Disposal
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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if (component.Owner.Deleted)
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{
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return;
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}
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ChangeState(component);
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}
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}
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@@ -69,12 +69,6 @@ namespace Content.Client.GameObjects.Components.Disposal
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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if (component.Owner.Deleted)
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{
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return;
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}
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ChangeState(component);
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}
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}
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@@ -103,8 +103,7 @@ namespace Content.Client.GameObjects.Components.Doors
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public override void OnChangeData(AppearanceComponent component)
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{
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if (component.Owner.Deleted)
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return;
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base.OnChangeData(component);
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var sprite = component.Owner.GetComponent<ISpriteComponent>();
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var animPlayer = component.Owner.GetComponent<AnimationPlayerComponent>();
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@@ -12,11 +12,6 @@ namespace Content.Client.GameObjects.Components.MedicalScanner
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{
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base.OnChangeData(component);
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if (component.Owner.Deleted)
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{
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return;
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}
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var sprite = component.Owner.GetComponent<ISpriteComponent>();
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if (!component.TryGetData(MedicalScannerVisuals.Status, out MedicalScannerStatus status)) return;
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sprite.LayerSetState(MedicalScannerVisualLayers.Machine, StatusToMachineStateId(status));
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@@ -22,10 +22,8 @@ namespace Content.Client.GameObjects.Components.Nutrition
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public override void OnChangeData(AppearanceComponent component)
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{
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if(!component.Owner.TryGetComponent<ISpriteComponent>(out var sprite))
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{
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return;
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};
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base.OnChangeData(component);
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var sprite = component.Owner.GetComponent<ISpriteComponent>();
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if (!component.TryGetData<float>(SharedFoodComponent.FoodVisuals.MaxUses, out var maxUses))
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{
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@@ -49,10 +49,7 @@ namespace Content.Client.GameObjects.Components.PDA
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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if (component.Owner.Deleted)
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{
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return;
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}
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var sprite = component.Owner.GetComponent<ISpriteComponent>();
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sprite.LayerSetVisible(PDAVisualLayers.Flashlight, false);
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if (component.TryGetData(PDAVisuals.FlashlightLit, out bool isScreenLit))
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@@ -43,7 +43,7 @@ namespace Content.Client.GameObjects.Components
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public override void InitializeEntity(IEntity entity)
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{
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base.InitializeEntity(entity);
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if (!entity.TryGetComponent<SpriteComponent>(out var sprite))
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if (!entity.TryGetComponent<ISpriteComponent>(out var sprite))
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{
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throw new EntityCreationException("No sprite component found in entity that has ParticleAcceleratorPartVisualizer");
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}
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@@ -56,9 +56,7 @@ namespace Content.Client.GameObjects.Components
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public override void OnChangeData(AppearanceComponent component)
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{
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if (component.Owner.Deleted)
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return;
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base.OnChangeData(component);
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if (!component.Owner.TryGetComponent<ISpriteComponent>(out var sprite)) return;
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if (!component.TryGetData(ParticleAcceleratorVisuals.VisualState, out ParticleAcceleratorVisualState state))
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{
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@@ -57,8 +57,7 @@ namespace Content.Client.GameObjects.Components
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public override void OnChangeData(AppearanceComponent component)
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{
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if (component.Owner.Deleted)
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return;
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base.OnChangeData(component);
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if (!component.Owner.TryGetComponent<ISpriteComponent>(out var sprite)) return;
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if (!component.Owner.TryGetComponent<AnimationPlayerComponent>(out var animPlayer)) return;
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@@ -16,8 +16,8 @@ namespace Content.Client.GameObjects.Components.VendingMachines
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public sealed class VendingMachineVisualizer : AppearanceVisualizer
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{
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// TODO: Should default to off or broken if damaged
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//
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//
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// TODO: The length of these animations is supposed to be dictated
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// by the vending machine's pack prototype's `AnimationDuration`
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// but we have no good way of passing that data from the server
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@@ -38,7 +38,7 @@ namespace Content.Client.GameObjects.Components.VendingMachines
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{"deny-unshaded", VendingMachineVisualLayers.BaseUnshaded},
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{"broken", VendingMachineVisualLayers.Unlit},
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};
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private Dictionary<string, Animation> _animations = new Dictionary<string, Animation>();
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public override void LoadData(YamlMappingNode node)
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@@ -71,7 +71,7 @@ namespace Content.Client.GameObjects.Components.VendingMachines
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_baseStates[textureState] = false;
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continue;
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}
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_baseStates.Add(textureState, yamlNode.AsBool());
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}
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@@ -99,7 +99,7 @@ namespace Content.Client.GameObjects.Components.VendingMachines
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private void InitializeAnimation(string key, bool unshaded = false)
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{
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_animations.Add(key, new Animation {Length = TimeSpan.FromSeconds(1.2f)});
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var flick = new AnimationTrackSpriteFlick();
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_animations[key].AnimationTracks.Add(flick);
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flick.LayerKey = unshaded ? VendingMachineVisualLayers.BaseUnshaded : VendingMachineVisualLayers.Base;
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@@ -128,13 +128,15 @@ namespace Content.Client.GameObjects.Components.VendingMachines
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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var sprite = component.Owner.GetComponent<ISpriteComponent>();
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var animPlayer = component.Owner.GetComponent<AnimationPlayerComponent>();
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if (!component.TryGetData(VendingMachineVisuals.VisualState, out VendingMachineVisualState state))
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{
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state = VendingMachineVisualState.Normal;
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}
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// Hide last state
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HideLayers(sprite);
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ActivateState(sprite, "off");
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@@ -146,10 +148,10 @@ namespace Content.Client.GameObjects.Components.VendingMachines
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ActivateState(sprite, "normal-unshaded");
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ActivateState(sprite, "normal");
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break;
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case VendingMachineVisualState.Off:
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break;
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case VendingMachineVisualState.Broken:
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ActivateState(sprite, "broken-unshaded");
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ActivateState(sprite, "broken");
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@@ -171,7 +173,7 @@ namespace Content.Client.GameObjects.Components.VendingMachines
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throw new ArgumentOutOfRangeException();
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}
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}
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// Helper methods just to avoid all of that hard-to-read-indented code
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private void ActivateState(ISpriteComponent spriteComponent, string stateId)
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{
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@@ -192,14 +194,14 @@ namespace Content.Client.GameObjects.Components.VendingMachines
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{
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return;
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}
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if (!animationPlayer.HasRunningAnimation(key))
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{
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spriteComponent.LayerSetVisible(LayerMap[key], true);
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animationPlayer.Play(animation, key);
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}
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}
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public enum VendingMachineVisualLayers
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{
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// Off / Broken. The other layers will overlay this if the machine is on.
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@@ -18,6 +18,7 @@ namespace Content.Client.GameObjects.Components.Weapons.Ranged.Barrels.Visualize
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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var sprite = component.Owner.GetComponent<ISpriteComponent>();
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if (!component.TryGetData(BarrelBoltVisuals.BoltOpen, out bool boltOpen))
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@@ -45,6 +45,8 @@ namespace Content.Client.GameObjects.Components.Weapons.Ranged.Barrels.Visualize
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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// tl;dr
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// 1.If no mag then hide it OR
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// 2. If step 0 isn't visible then hide it (mag or unshaded)
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@@ -9,15 +9,16 @@ namespace Content.Client.GameObjects.Components.Wires
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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if (component.Owner.Deleted)
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return;
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var sprite = component.Owner.GetComponent<ISpriteComponent>();
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if (component.TryGetData<bool>(WiresVisuals.MaintenancePanelState, out var state))
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{
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sprite.LayerSetVisible(WiresVisualLayers.MaintenancePanel, state);
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}
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// Mainly for spawn window
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else
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{
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sprite.LayerSetVisible(WiresVisualLayers.MaintenancePanel, false);
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}
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}
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public enum WiresVisualLayers
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