Add Flashlight Visualizer/states (#1861)

* Add art assets for cloning

* Added a 'Scan DNA' button to the medical scanner

* Made the UI update unconditional for the medical scanner until checks for power changes are in place

* Update Medical scanner to reflect powered status and fix #1774

* added a 'scan dna' button the the medical scanner that will add the contained bodies Uid to a list in CloningSystem, fixed an issue with the menu not populating if the scanner starts in an unpowered state

* Add disabling logic to 'Scan DNA' button on medical scanner

* Removed un-used libraries

* Added playing parameter to radiatingLightComponent, changed it's animation key to radiatingLight

* refactored RadiatingLight into a visualizer

* Added different light animations for differnt power states of a flashlight

* split out the radiating light visualizer into two seperate visualizers

* further refactored and tweaked handheldlight animations

* further lantern light tweaks

* removed un-used attributes in flashlight and lantern prototypes

* fix null check in handheldlightcomponent
This commit is contained in:
SoulSloth
2020-08-24 06:32:18 -04:00
committed by GitHub
parent 769a371be6
commit df823d2245
9 changed files with 243 additions and 80 deletions

View File

@@ -11,16 +11,15 @@ namespace Content.Server.GameObjects.Components.Power
{
public override string Name => "Battery";
[ViewVariables(VVAccess.ReadWrite)]
public int MaxCharge { get => _maxCharge; set => SetMaxCharge(value); }
[ViewVariables(VVAccess.ReadWrite)] public int MaxCharge { get => _maxCharge; set => SetMaxCharge(value); }
private int _maxCharge;
[ViewVariables(VVAccess.ReadWrite)]
public float CurrentCharge { get => _currentCharge; set => SetCurrentCharge(value); }
private float _currentCharge;
[ViewVariables]
public BatteryState BatteryState { get; private set; }
[ViewVariables] public BatteryState BatteryState { get; private set; }
public override void ExposeData(ObjectSerializer serializer)
{
@@ -93,7 +92,7 @@ namespace Content.Server.GameObjects.Components.Power
private void SetMaxCharge(int newMax)
{
_maxCharge = Math.Max(newMax, 0);
_currentCharge = Math.Min( _currentCharge, MaxCharge);
_currentCharge = Math.Min(_currentCharge, MaxCharge);
UpdateStorageState();
OnChargeChanged();
}