Files
tbd-station-14/Content.Client/Weapons/Ranged/Barrels/Visualizers/MagVisualizer.cs
2021-12-05 18:09:01 +01:00

107 lines
4.0 KiB
C#

using Content.Shared.Rounding;
using Content.Shared.Weapons.Ranged.Barrels.Components;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Client.Weapons.Ranged.Barrels.Visualizers
{
[UsedImplicitly]
public sealed class MagVisualizer : AppearanceVisualizer
{
private bool _magLoaded;
[DataField("magState")]
private string? _magState;
[DataField("steps")]
private int _magSteps;
[DataField("zeroVisible")]
private bool _zeroVisible;
public override void InitializeEntity(EntityUid entity)
{
base.InitializeEntity(entity);
var sprite = IoCManager.Resolve<IEntityManager>().GetComponent<ISpriteComponent>(entity);
if (sprite.LayerMapTryGet(RangedBarrelVisualLayers.Mag, out _))
{
sprite.LayerSetState(RangedBarrelVisualLayers.Mag, $"{_magState}-{_magSteps-1}");
sprite.LayerSetVisible(RangedBarrelVisualLayers.Mag, false);
}
if (sprite.LayerMapTryGet(RangedBarrelVisualLayers.MagUnshaded, out _))
{
sprite.LayerSetState(RangedBarrelVisualLayers.MagUnshaded, $"{_magState}-unshaded-{_magSteps-1}");
sprite.LayerSetVisible(RangedBarrelVisualLayers.MagUnshaded, false);
}
}
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
// tl;dr
// 1.If no mag then hide it OR
// 2. If step 0 isn't visible then hide it (mag or unshaded)
// 3. Otherwise just do mag / unshaded as is
var sprite = IoCManager.Resolve<IEntityManager>().GetComponent<ISpriteComponent>(component.Owner);
component.TryGetData(MagazineBarrelVisuals.MagLoaded, out _magLoaded);
if (_magLoaded)
{
if (!component.TryGetData(AmmoVisuals.AmmoMax, out int capacity))
{
return;
}
if (!component.TryGetData(AmmoVisuals.AmmoCount, out int current))
{
return;
}
var step = ContentHelpers.RoundToLevels(current, capacity, _magSteps);
if (step == 0 && !_zeroVisible)
{
if (sprite.LayerMapTryGet(RangedBarrelVisualLayers.Mag, out _))
{
sprite.LayerSetVisible(RangedBarrelVisualLayers.Mag, false);
}
if (sprite.LayerMapTryGet(RangedBarrelVisualLayers.MagUnshaded, out _))
{
sprite.LayerSetVisible(RangedBarrelVisualLayers.MagUnshaded, false);
}
return;
}
if (sprite.LayerMapTryGet(RangedBarrelVisualLayers.Mag, out _))
{
sprite.LayerSetVisible(RangedBarrelVisualLayers.Mag, true);
sprite.LayerSetState(RangedBarrelVisualLayers.Mag, $"{_magState}-{step}");
}
if (sprite.LayerMapTryGet(RangedBarrelVisualLayers.MagUnshaded, out _))
{
sprite.LayerSetVisible(RangedBarrelVisualLayers.MagUnshaded, true);
sprite.LayerSetState(RangedBarrelVisualLayers.MagUnshaded, $"{_magState}-unshaded-{step}");
}
}
else
{
if (sprite.LayerMapTryGet(RangedBarrelVisualLayers.Mag, out _))
{
sprite.LayerSetVisible(RangedBarrelVisualLayers.Mag, false);
}
if (sprite.LayerMapTryGet(RangedBarrelVisualLayers.MagUnshaded, out _))
{
sprite.LayerSetVisible(RangedBarrelVisualLayers.MagUnshaded, false);
}
}
}
}
}