* Started working on beakers * Working sprite change * Fixed large beaker * Add bluepsace beaker * Add cryostasis beaker * Removed old rsi * Fixed dropper * No dropper problems * Working on syrigine * Better syr visualizer * Add dropper inhand * Syringe in-hands * Add base empty bottle for chemistry * Deleted old fillings * Simplified beaker in hand * Moved chemical bottles to seperate .yml * Fixed chem master * Serv3 when * Fixed grammar * Removed delays Co-authored-by: Alex Evgrashin <evgrashin.adl@gmail.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
54 lines
2.0 KiB
C#
54 lines
2.0 KiB
C#
#nullable enable
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using System;
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using Content.Shared.GameObjects.Components.Chemistry;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Client.GameObjects.Components.Chemistry
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{
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[UsedImplicitly]
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public class SolutionContainerVisualizer : AppearanceVisualizer
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{
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[DataField("maxFillLevels")] private int _maxFillLevels = 0;
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[DataField("fillBaseName")] private string? _fillBaseName = null;
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[DataField("emptySpriteName")] private string? _emptySpriteName = null;
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[DataField("layer")] private SolutionContainerLayers _layer = SolutionContainerLayers.Fill;
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[DataField("changeColor")] private bool _changeColor = true;
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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if (_maxFillLevels <= 0 || _fillBaseName == null) return;
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if (!component.TryGetData(SolutionContainerVisuals.VisualState,
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out SolutionContainerVisualState state)) return;
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if (!component.Owner.TryGetComponent(out ISpriteComponent? sprite)) return;
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if (!sprite.LayerMapTryGet(_layer, out var fillLayer)) return;
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var fillPercent = state.FilledVolumePercent;
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var closestFillSprite = (int) Math.Round(fillPercent * _maxFillLevels);
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if (closestFillSprite > 0)
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{
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sprite.LayerSetVisible(fillLayer, true);
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var stateName = _fillBaseName + closestFillSprite;
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sprite.LayerSetState(fillLayer, stateName);
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if (_changeColor)
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sprite.LayerSetColor(fillLayer, state.Color);
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}
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else
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{
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if (_emptySpriteName == null)
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sprite.LayerSetVisible(fillLayer, false);
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else
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sprite.LayerSetState(fillLayer, _emptySpriteName);
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}
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}
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}
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}
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