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
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@@ -1,18 +1,33 @@
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using Content.Shared.GameObjects.Components.Power;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Power
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{
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/// <summary>
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/// Batteries that have update an <see cref="AppearanceComponent"/> based on their charge percent.
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/// Batteries that can update an <see cref="AppearanceComponent"/> based on their charge percent
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/// and fit into a <see cref="PowerCellSlotComponent"/> of the appropriate size.
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(BatteryComponent))]
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public class PowerCellComponent : BatteryComponent
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public class PowerCellComponent : BatteryComponent, IExamine
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{
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public override string Name => "PowerCell";
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[ViewVariables] public PowerCellSize CellSize => _cellSize;
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private PowerCellSize _cellSize = PowerCellSize.Small;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _cellSize, "cellSize", PowerCellSize.Small);
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}
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public override void Initialize()
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{
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base.Initialize();
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@@ -33,5 +48,20 @@ namespace Content.Server.GameObjects.Components.Power
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appearance.SetData(PowerCellVisuals.ChargeLevel, CurrentCharge / MaxCharge);
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}
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}
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void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
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{
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if(inDetailsRange)
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{
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message.AddMarkup(Loc.GetString($"The charge indicator reads {CurrentCharge / MaxCharge * 100:F0} %."));
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}
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}
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}
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public enum PowerCellSize
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{
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Small,
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Medium,
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Large
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}
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}
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