Lots of new inhands, adds phoron (#1220)
* Beaker Inhands * Flashlight Inhands * Tile Refactor * Adds metal/glass sheet inhands * Removes plasma * Adds Phoron * We boolin' * Phoron inhands * First Pass inhand food * First food inhand pass * Soda inhand sprites * Actually adds them
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@@ -17,6 +17,7 @@ namespace Content.Client.GameObjects.Components.Power
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private Animation _insertingMetalAnimation;
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private Animation _insertingGlassAnimation;
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private Animation _insertingGoldAnimation;
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private Animation _insertingPhoronAnimation;
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public override void LoadData(YamlMappingNode node)
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{
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@@ -26,6 +27,7 @@ namespace Content.Client.GameObjects.Components.Power
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_insertingMetalAnimation = PopulateAnimation("autolathe_inserting_metal_plate", "autolathe_inserting_unlit", 0.9f);
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_insertingGlassAnimation = PopulateAnimation("autolathe_inserting_glass_plate", "autolathe_inserting_unlit", 0.9f);
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_insertingGoldAnimation = PopulateAnimation("autolathe_inserting_gold_plate", "autolathe_inserting_unlit", 0.9f);
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_insertingPhoronAnimation = PopulateAnimation("autolathe_inserting_phoron_sheet", "autolathe_inserting_unlit", 0.9f);
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}
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private Animation PopulateAnimation(string sprite, string spriteUnlit, float length)
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@@ -99,6 +101,12 @@ namespace Content.Client.GameObjects.Components.Power
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animPlayer.Play(_insertingGoldAnimation, AnimationKey);
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}
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break;
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case LatheVisualState.InsertingPhoron:
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(_insertingPhoronAnimation, AnimationKey);
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}
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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