Re-organize all projects (#4166)

This commit is contained in:
DrSmugleaf
2021-06-09 22:19:39 +02:00
committed by GitHub
parent 9f50e4061b
commit ff1a2d97ea
1773 changed files with 5258 additions and 5508 deletions

View File

@@ -0,0 +1,76 @@
using Content.Shared.Power;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
namespace Content.Client.PowerCell
{
[UsedImplicitly]
public class PowerChargerVisualizer : AppearanceVisualizer
{
public override void InitializeEntity(IEntity entity)
{
base.InitializeEntity(entity);
var sprite = entity.GetComponent<ISpriteComponent>();
// Base item
sprite.LayerMapSet(Layers.Base, sprite.AddLayerState("empty"));
// Light
sprite.LayerMapSet(Layers.Light, sprite.AddLayerState("light-off"));
sprite.LayerSetShader(Layers.Light, "unshaded");
}
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
var sprite = component.Owner.GetComponent<ISpriteComponent>();
// Update base item
if (component.TryGetData(CellVisual.Occupied, out bool occupied))
{
// TODO: don't throw if it doesn't have a full state
sprite.LayerSetState(Layers.Base, occupied ? "full" : "empty");
}
else
{
sprite.LayerSetState(Layers.Base, "empty");
}
// Update lighting
if (component.TryGetData(CellVisual.Light, out CellChargerStatus status))
{
switch (status)
{
case CellChargerStatus.Off:
sprite.LayerSetState(Layers.Light, "light-off");
break;
case CellChargerStatus.Empty:
sprite.LayerSetState(Layers.Light, "light-empty");
break;
case CellChargerStatus.Charging:
sprite.LayerSetState(Layers.Light, "light-charging");
break;
case CellChargerStatus.Charged:
sprite.LayerSetState(Layers.Light, "light-charged");
break;
default:
sprite.LayerSetState(Layers.Light, "light-off");
break;
}
}
else
{
sprite.LayerSetState(Layers.Light, "light-off");
}
}
enum Layers : byte
{
Base,
Light,
}
}
}