* plants and seeds go brrrr

* update plants

* P L A N T

* brrrr

* Hydroponics actually work! How about that?

* Reuse resource path in visualizer

* They lied to us.

* Several stuffs

* more werk

* Add a bunch of plants

* Logs go brr.

* Brrr moment.

* Remove unused method

* Important comment.

* Seed inventory, yo!

* tomato moment

* Balance consumption

* Makes hydroponics pourable

* Adds plant metabolism effect for sugar, the same as glucose.

* Eggplant moment

* Apple moment

* Corn moment

* Chanterelle mushroom moment

* prototype tweaks

* Seed extractor moment

* typo

* IPlantMetabolizable doc improvement

* I should trust my gut instinct more often.

* egg-plant.....

* localization

* Make WaterLevel and NutritionLevel setters private

* Less code repetition! Wooo!
This commit is contained in:
Víctor Aguilera Puerto
2020-10-26 23:19:46 +01:00
committed by GitHub
parent 7c57d10531
commit 484eb0bba4
250 changed files with 3297 additions and 72 deletions

View File

@@ -2,12 +2,38 @@
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Interfaces.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Utility;
using YamlDotNet.RepresentationModel;
namespace Content.Client.GameObjects.Components.Nutrition
{
[UsedImplicitly]
public class CreamPiedVisualizer : AppearanceVisualizer
{
private string _state;
public override void InitializeEntity(IEntity entity)
{
base.InitializeEntity(entity);
var sprite = entity.GetComponent<ISpriteComponent>();
sprite.LayerMapReserveBlank(CreamPiedVisualLayers.Pie);
sprite.LayerSetRSI(CreamPiedVisualLayers.Pie, "Effects/creampie.rsi");
sprite.LayerSetVisible(CreamPiedVisualLayers.Pie, false);
}
public override void LoadData(YamlMappingNode node)
{
base.LoadData(node);
if (node.TryGetNode("state", out var otherNode))
{
_state = otherNode.AsString();
}
}
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
@@ -23,6 +49,7 @@ namespace Content.Client.GameObjects.Components.Nutrition
var sprite = component.Owner.GetComponent<ISpriteComponent>();
sprite.LayerSetVisible(CreamPiedVisualLayers.Pie, pied);
sprite.LayerSetState(CreamPiedVisualLayers.Pie, _state);
}
}