Add disposal-charging state to disposal rsi (#1649)

Add charging state to UpdateVisualState in Content.Server/DisposalUnitComponent
This commit is contained in:
Julian Giebel
2020-08-11 17:52:37 +02:00
committed by GitHub
parent 2c9ca2f44d
commit c00a08f504
6 changed files with 13 additions and 2 deletions

View File

@@ -19,6 +19,7 @@ namespace Content.Client.GameObjects.Components.Disposal
private string _stateAnchored;
private string _stateUnAnchored;
private string _stateCharging;
private string _overlayCharging;
private string _overlayReady;
private string _overlayFull;
@@ -47,6 +48,9 @@ namespace Content.Client.GameObjects.Components.Disposal
case VisualState.Anchored:
sprite.LayerSetState(DisposalUnitVisualLayers.Base, _stateAnchored);
break;
case VisualState.Charging:
sprite.LayerSetState(DisposalUnitVisualLayers.Base, _stateCharging);
break;
case VisualState.Flushing:
sprite.LayerSetState(DisposalUnitVisualLayers.Base, _stateAnchored);
@@ -111,6 +115,7 @@ namespace Content.Client.GameObjects.Components.Disposal
_stateAnchored = node.GetNode("state_anchored").AsString();
_stateUnAnchored = node.GetNode("state_unanchored").AsString();
_stateCharging = node.GetNode("state_charging").AsString();
_overlayCharging = node.GetNode("overlay_charging").AsString();
_overlayReady = node.GetNode("overlay_ready").AsString();
_overlayFull = node.GetNode("overlay_full").AsString();