* setup some data * cheeseburger recipe * Update FoodSequenceSystem.cs * finalize cheseburger recipe * remove fun * return old taco sprites * full foodsequence data refactor * return tacos * well done * add cutlets to burger * chickenburger recipe * +2 burger recipes * more fun * Update brain.png * some slice produce added * documentation * watermelon * skewer work * flipping * tomato * skewer watermelon * Update skewer.yml * oopsie, ok, im go to sleep * fix checks * Update produce.yml * screwed * cheeeeeeeese * all cooked meat added * produce added * aaaaand suppermatter * key to Tag * More * proto string remove * raw snail * fix * Update FoodMetamorphableByAddingComponent.cs * fixes * fix3 * fififififx
63 lines
1.9 KiB
C#
63 lines
1.9 KiB
C#
using Content.Shared.Nutrition.Components;
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using Content.Shared.Nutrition.EntitySystems;
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using Robust.Client.GameObjects;
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namespace Content.Client.Nutrition.EntitySystems;
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public sealed class ClientFoodSequenceSystem : SharedFoodSequenceSystem
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{
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public override void Initialize()
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{
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SubscribeLocalEvent<FoodSequenceStartPointComponent, AfterAutoHandleStateEvent>(OnHandleState);
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}
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private void OnHandleState(Entity<FoodSequenceStartPointComponent> start, ref AfterAutoHandleStateEvent args)
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{
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if (!TryComp<SpriteComponent>(start, out var sprite))
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return;
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UpdateFoodVisuals(start, sprite);
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}
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private void UpdateFoodVisuals(Entity<FoodSequenceStartPointComponent> start, SpriteComponent? sprite = null)
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{
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if (!Resolve(start, ref sprite, false))
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return;
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//Remove old layers
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foreach (var key in start.Comp.RevealedLayers)
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{
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sprite.RemoveLayer(key);
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}
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start.Comp.RevealedLayers.Clear();
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//Add new layers
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var counter = 0;
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foreach (var state in start.Comp.FoodLayers)
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{
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if (state.Sprite is null)
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continue;
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var keyCode = $"food-layer-{counter}";
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start.Comp.RevealedLayers.Add(keyCode);
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sprite.LayerMapTryGet(start.Comp.TargetLayerMap, out var index);
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if (start.Comp.InverseLayers)
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index++;
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sprite.AddBlankLayer(index);
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sprite.LayerMapSet(keyCode, index);
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sprite.LayerSetSprite(index, state.Sprite);
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sprite.LayerSetScale(index, state.Scale);
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//Offset the layer
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var layerPos = start.Comp.StartPosition;
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layerPos += (start.Comp.Offset * counter) + state.LocalOffset;
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sprite.LayerSetOffset(index, layerPos);
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counter++;
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}
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}
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}
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