Stacked sprite visualizer (#3096)
* Add Stack Visualizer * Add cigarette pack resources Adds transparent layers for visualizing cigarettes * Add Bag Open/Close Visualizer So storage opened in inventory can have different icons when opened or closed. * Create a component that only enumerates single item Used for creating stuff like matchbox, or cigarettes. As a bonus. It will only update stack visualizer for that particullar item. * Refactoring stuff * Fix other usage of stack in Resources * Add docs * Apply suggestions from code review Apply metalgearsloth suggestions Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Applied suggestions from metalgearsloth * Changed SingleItemStorageComponent to StorageCounterComponent Difference. New component doesn't spawn items, merely counts them. * Refactored StackVisualizer * Fix breakage with master * Update Resources/Prototypes/Entities/Objects/Consumable/fancy.yml Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update with MGS suggestions Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
@@ -1,6 +1,9 @@
|
||||
using Content.Client.UserInterface.Stylesheets;
|
||||
#nullable enable
|
||||
|
||||
using Content.Client.UserInterface.Stylesheets;
|
||||
using Content.Client.Utility;
|
||||
using Content.Shared.GameObjects.Components;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Client.UserInterface;
|
||||
using Robust.Client.UserInterface.Controls;
|
||||
using Robust.Shared.GameObjects;
|
||||
@@ -15,6 +18,7 @@ namespace Content.Client.GameObjects.Components
|
||||
public class StackComponent : SharedStackComponent, IItemStatus
|
||||
{
|
||||
[ViewVariables(VVAccess.ReadWrite)] private bool _uiUpdateNeeded;
|
||||
[ComponentDependency] private readonly AppearanceComponent? _appearanceComponent = default!;
|
||||
|
||||
public Control MakeControl() => new StatusControl(this);
|
||||
|
||||
@@ -23,12 +27,30 @@ namespace Content.Client.GameObjects.Components
|
||||
get => base.Count;
|
||||
set
|
||||
{
|
||||
var valueChanged = value != Count;
|
||||
base.Count = value;
|
||||
|
||||
if (valueChanged)
|
||||
{
|
||||
_appearanceComponent?.SetData(StackVisuals.Actual, Count);
|
||||
|
||||
}
|
||||
|
||||
_uiUpdateNeeded = true;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
if (!Owner.Deleted)
|
||||
{
|
||||
_appearanceComponent?.SetData(StackVisuals.MaxCount, MaxCount);
|
||||
_appearanceComponent?.SetData(StackVisuals.Hide, false);
|
||||
}
|
||||
}
|
||||
|
||||
private sealed class StatusControl : Control
|
||||
{
|
||||
private readonly StackComponent _parent;
|
||||
@@ -58,4 +80,4 @@ namespace Content.Client.GameObjects.Components
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user