Fix warnings and code cleanup/fixes (#13570)
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@@ -45,57 +45,36 @@ namespace Content.Client.Fluids
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return;
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}
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if (args.Component.TryGetData(PuddleVisuals.VolumeScale, out float volumeScale)
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&& args.Component.TryGetData(PuddleVisuals.CurrentVolume, out FixedPoint2 currentVolume)
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&& args.Component.TryGetData(PuddleVisuals.SolutionColor, out Color solutionColor)
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&& args.Component.TryGetData(PuddleVisuals.IsEvaporatingVisual, out bool isEvaporating))
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if (!args.Component.TryGetData(PuddleVisuals.VolumeScale, out float volumeScale)
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|| !args.Component.TryGetData(PuddleVisuals.CurrentVolume, out FixedPoint2 currentVolume)
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|| !args.Component.TryGetData(PuddleVisuals.SolutionColor, out Color solutionColor)
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|| !args.Component.TryGetData(PuddleVisuals.IsEvaporatingVisual, out bool isEvaporating))
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{
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// volumeScale is our opacity based on level of fullness to overflow. The lower bound is hard-capped for visibility reasons.
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var cappedScale = Math.Min(1.0f, volumeScale * 0.75f + 0.25f);
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return;
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}
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Color newColor;
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if (component.Recolor)
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{
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newColor = solutionColor.WithAlpha(cappedScale);
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}
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else
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{
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newColor = args.Sprite.Color.WithAlpha(cappedScale);
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}
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// volumeScale is our opacity based on level of fullness to overflow. The lower bound is hard-capped for visibility reasons.
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var cappedScale = Math.Min(1.0f, volumeScale * 0.75f + 0.25f);
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args.Sprite.LayerSetColor(0, newColor);
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var newColor = component.Recolor ? solutionColor.WithAlpha(cappedScale) : args.Sprite.Color.WithAlpha(cappedScale);
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if (component.CustomPuddleSprite) //Don't consider wet floor effects if we're using a custom sprite.
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{
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return;
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}
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args.Sprite.LayerSetColor(0, newColor);
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bool wetFloorEffectNeeded;
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// Don't consider wet floor effects if we're using a custom sprite.
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if (component.CustomPuddleSprite)
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return;
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if (isEvaporating
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&& currentVolume <= component.WetFloorEffectThreshold)
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{
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wetFloorEffectNeeded = true;
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}
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else
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wetFloorEffectNeeded = false;
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if (wetFloorEffectNeeded)
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{
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if (args.Sprite.LayerGetState(0) != "sparkles") // If we need the effect but don't already have it - start it
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{
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StartWetFloorEffect(args.Sprite, component.WetFloorEffectAlpha);
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}
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}
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else
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{
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if (args.Sprite.LayerGetState(0) == "sparkles") // If we have the effect but don't need it - end it
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EndWetFloorEffect(args.Sprite, component.OriginalRsi);
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}
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if (isEvaporating && currentVolume <= component.WetFloorEffectThreshold)
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{
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// If we need the effect but don't already have it - start it
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if (args.Sprite.LayerGetState(0) != "sparkles")
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StartWetFloorEffect(args.Sprite, component.WetFloorEffectAlpha);
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}
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else
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{
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return;
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// If we have the effect but don't need it - end it
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if (args.Sprite.LayerGetState(0) == "sparkles")
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EndWetFloorEffect(args.Sprite, component.OriginalRsi);
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}
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}
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