APC & SMES appearances. (#78)
* CEV-Eris SMES sprite as RSI. Has been modified so that the light overlay states use alpha blending. * Add tiny glow to SMES display sprite. * Appearances work v2 * More WiP * RoundToLevels works correctly on even level counts now. * SMES -> Smes because MS guidelines. * CEV-Eris APC sprite. * APC visuals. * Reduce SMES scale again to normal levels. * Update submodule
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using Content.Shared.GameObjects.Components.Power;
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using SS14.Client.GameObjects;
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using SS14.Client.Interfaces.GameObjects.Components;
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using SS14.Shared.Interfaces.GameObjects;
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namespace Content.Client.GameObjects.Components.Power
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{
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public class ApcVisualizer2D : AppearanceVisualizer
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{
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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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var sprite = entity.GetComponent<ISpriteComponent>();
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sprite.LayerMapSet(Layers.ChargeState, sprite.AddLayerState("apco3-0"));
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sprite.LayerSetShader(Layers.ChargeState, "unshaded");
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sprite.LayerMapSet(Layers.Lock, sprite.AddLayerState("apcox-0"));
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sprite.LayerSetShader(Layers.Lock, "unshaded");
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sprite.LayerMapSet(Layers.Equipment, sprite.AddLayerState("apco0-3"));
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sprite.LayerSetShader(Layers.Equipment, "unshaded");
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sprite.LayerMapSet(Layers.Lighting, sprite.AddLayerState("apco1-3"));
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sprite.LayerSetShader(Layers.Lighting, "unshaded");
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sprite.LayerMapSet(Layers.Environment, sprite.AddLayerState("apco2-3"));
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sprite.LayerSetShader(Layers.Environment, "unshaded");
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}
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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<ApcChargeState>(ApcVisuals.ChargeState, out var state))
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{
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switch (state)
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{
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case ApcChargeState.Lack:
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sprite.LayerSetState(Layers.ChargeState, "apco3-0");
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break;
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case ApcChargeState.Charging:
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sprite.LayerSetState(Layers.ChargeState, "apco3-1");
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break;
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case ApcChargeState.Full:
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sprite.LayerSetState(Layers.ChargeState, "apco3-2");
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break;
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}
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}
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else
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{
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sprite.LayerSetState(Layers.ChargeState, "apco3-0");
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}
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}
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enum Layers
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{
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ChargeState,
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Lock,
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Equipment,
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Lighting,
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Environment,
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}
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}
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}
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