Zombie Mode 𝓡𝓮𝓭𝓾𝔁 (#18199)

* zombie mode redux

* the great zombie changes

* fix this

* 65 down to 50

* empty

* Changes to address stalling

* make zombie nukies no longer nukies

* actually work
This commit is contained in:
Nemanja
2023-07-25 17:31:35 -04:00
committed by GitHub
parent 763156f6ec
commit d55cd23b0a
20 changed files with 604 additions and 493 deletions

View File

@@ -1,8 +1,46 @@
using Content.Shared.Zombies;
using System.Linq;
using Content.Shared.Humanoid;
using Content.Shared.StatusIcon;
using Content.Shared.StatusIcon.Components;
using Content.Shared.Zombies;
using Robust.Client.GameObjects;
using Robust.Client.Player;
using Robust.Shared.Prototypes;
namespace Content.Client.Zombies;
public sealed class ZombieSystem : SharedZombieSystem
{
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ZombieComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<ZombieComponent, GetStatusIconsEvent>(OnGetStatusIcon);
}
private void OnStartup(EntityUid uid, ZombieComponent component, ComponentStartup args)
{
if (HasComp<HumanoidAppearanceComponent>(uid))
return;
if (!TryComp<SpriteComponent>(uid, out var sprite))
return;
for (var i = 0; i < sprite.AllLayers.Count(); i++)
{
sprite.LayerSetColor(i, component.SkinColor);
}
}
private void OnGetStatusIcon(EntityUid uid, ZombieComponent component, ref GetStatusIconsEvent args)
{
if (!HasComp<ZombieComponent>(_player.LocalPlayer?.ControlledEntity))
return;
args.StatusIcons.Add(_prototype.Index<StatusIconPrototype>(component.ZombieStatusIcon));
}
}