Adds sized (S, M, L) power cells and a generic component for battery powered items (#2352)

* Refactor battery/powercell assets and add new ones.

* committing before I fuck things up

* slot component doned I think

* dictionary update

* Fixes

* Moving flashlight to powerslotcomponent

* har har i am using the message tubes

* Better documentation comment

* Reverting this overengineered garbage.

* Off with ye I said

* Examine texts.

* Some minor fixes to IDE complaints

* slot size from yaml

* Ignored component + removing a useless typo entry

* Making stunbatons use this

* Handle the message and remove some unnecessary dirtiness

* actionblocker checks

* remove unused file

* remove updatevisual

* make these nullable

* make these nullable too

* Unrename sprite folder

* check itemcomponent on insertion

* Use SendMessage over Owner.SendMessage

* Add support for auto-recharging batteries, an auto-recharging cell, and make flashlight status update correctly if one is inserted in it.

* get rid of public fields which are Bad

* add a description for the stun baton while i'm in here

* one more public field

* Add the blinky animation to the atomic cell

* Fix the charge indicator being STUPID

* better comments

* this is a better function

* add pause for flashlight, remove unnecessary imports from battery

* potato battery copyright link

* WHO DID THAT

* mr clean has come

* Random pitch

* pausing

* round to nearest levels
This commit is contained in:
Peter Wedder
2020-10-29 20:17:03 +02:00
committed by GitHub
parent 60bee860cb
commit fca556a1c1
81 changed files with 1328 additions and 284 deletions

View File

@@ -1,5 +1,6 @@
using System;
using Content.Shared.GameObjects.Components;
using Content.Shared.Utility;
using Robust.Client.Graphics.Drawing;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
@@ -88,23 +89,27 @@ namespace Content.Client.GameObjects.Components
}
else
{
level = 1 + (int) MathF.Round(charge * 6);
level = ContentHelpers.RoundToNearestLevels(charge, 1.0, 6) + 1;
}
if (level == 1)
if (level == 0)
{
_sections[0].PanelOverride = _styleBoxUnlit;
}
else if (level == 1)
{
// Flash the last light.
_sections[0].PanelOverride = _timer > TimerCycle / 2 ? _styleBoxLit : _styleBoxUnlit;
}
else
{
_sections[0].PanelOverride = level > 2 ? _styleBoxLit : _styleBoxUnlit;
_sections[0].PanelOverride = _styleBoxLit;
}
_sections[1].PanelOverride = level > 3 ? _styleBoxLit : _styleBoxUnlit;
_sections[2].PanelOverride = level > 4 ? _styleBoxLit : _styleBoxUnlit;
_sections[3].PanelOverride = level > 5 ? _styleBoxLit : _styleBoxUnlit;
_sections[4].PanelOverride = level > 6 ? _styleBoxLit : _styleBoxUnlit;
_sections[1].PanelOverride = level >= 3 ? _styleBoxLit : _styleBoxUnlit;
_sections[2].PanelOverride = level >= 4 ? _styleBoxLit : _styleBoxUnlit;
_sections[3].PanelOverride = level >= 5 ? _styleBoxLit : _styleBoxUnlit;
_sections[4].PanelOverride = level >= 6 ? _styleBoxLit : _styleBoxUnlit;
}
}
}