Custom Taco & Kebabs - FoodSequence 2 (#30905)

* control layer ordering

* sprite update

* taco!

* taco naming gen

* fix separator naming

* some proto fixes

* default naming separation

* fix taco naming

* rat update

* hamsterburger

* organs taco

* remove from spawners

* fixes

* fix separators and lemons

* Update food-sequence.ftl

* randomization offset

* fix

* kebabs refactor

* fix

* skewer weapon

* Update food_single.yml

* Update migration.yml

* suppermatter

* hamlet centered

* hamsburger

* Update dead-0.png

* 20 -> 4 burger layers max

* Update burger.yml

* canReact: false

* capfruit update

* Update burger.yml

* Update burger.yml

* Update produce.yml

* some fixes

* Update Resources/Textures/Objects/Consumable/Food/taco.rsi/meta.json

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Content.Shared/Nutrition/Components/FoodSequenceStartPointComponent.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Content.Shared/Nutrition/Components/FoodSequenceStartPointComponent.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* chicken

* Update food-sequence.ftl

* documentation

* fixes

* Update meat.yml

* Update meat.yml

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
This commit is contained in:
Ed
2024-08-14 16:04:00 +03:00
committed by GitHub
parent 8ac0246998
commit e659eb992f
74 changed files with 1138 additions and 1127 deletions

View File

@@ -1,6 +1,7 @@
using Content.Shared.Nutrition.Components;
using Content.Shared.Nutrition.EntitySystems;
using Robust.Client.GameObjects;
using Robust.Shared.Utility;
namespace Content.Client.Nutrition.EntitySystems;
@@ -38,20 +39,24 @@ public sealed class ClientFoodSequenceSystem : SharedFoodSequenceSystem
if (state.Sprite is null)
continue;
counter++;
var keyCode = $"food-layer-{counter}";
start.Comp.RevealedLayers.Add(keyCode);
var index = sprite.LayerMapReserveBlank(keyCode);
sprite.LayerMapTryGet(start.Comp.TargetLayerMap, out var index);
//Set image
if (start.Comp.InverseLayers)
index++;
sprite.AddBlankLayer(index);
sprite.LayerMapSet(keyCode, index);
sprite.LayerSetSprite(index, state.Sprite);
//Offset the layer
var layerPos = start.Comp.StartPosition;
layerPos += start.Comp.Offset * counter;
layerPos += (start.Comp.Offset * counter) + state.LocalOffset;
sprite.LayerSetOffset(index, layerPos);
counter++;
}
}
}