* mechs * interaction relay * atmos handling * fuck around with interaction events SPAGHETTI CODE OH MY GOD * more sprites and whatever the hell * more mech shit * more shit for equipment * starting equipment (for nukie mechs and such) * equipment cycling * starting with some of the ui * a fat chunk of ui prototyping * done tinkering with ui * a bunch of ui stuff and what have yous * cleaning up grabber and state handling * make the ui actually functional + watch me port a million icons I swear i'll prune the sprites later blease * start on construction * construction yo mamma * remove some unused files * fix a silly * make the graph sane * make it actually constructible. * print the boards as well, bozo * rebalance part prices * eject action also i appease the russians by remembering to localize * Punch Shit * make mech integrity and repairs work * Make the UI more based STOMP STOMP STOMP STOMP * make equipment even more based * batteries and other such delights * make the ui look pimpin af * make the construction mega based * UI but so epic * equipment * some sweat tweaks * damage rebalancing * restructure tech * fix some shit * mechs inherit access * make icons actually use sprite specifiers * TRAILING COMMAA!!!!! * fix a mild indentation sin * undo this change because it isn't needed * actually fix this * secret webeditting shhhh * place this tech here * comments * foo
44 lines
1.3 KiB
C#
44 lines
1.3 KiB
C#
using Content.Shared.Mech;
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using Content.Shared.Mech.EntitySystems;
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using Robust.Client.GameObjects;
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using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
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namespace Content.Client.Mech;
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/// <inheritdoc/>
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public sealed class MechSystem : SharedMechSystem
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{
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/// <inheritdoc/>
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MechComponent, AppearanceChangeEvent>(OnAppearanceChanged);
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}
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private void OnAppearanceChanged(EntityUid uid, MechComponent component, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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if (!args.Sprite.TryGetLayer((int) MechVisualLayers.Base, out var layer))
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return;
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var state = component.BaseState;
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var drawDepth = DrawDepth.Mobs;
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if (component.BrokenState != null && args.Component.TryGetData(MechVisuals.Broken, out bool broken) && broken)
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{
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state = component.BrokenState;
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drawDepth = DrawDepth.SmallMobs;
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}
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else if (component.OpenState != null && args.Component.TryGetData(MechVisuals.Open, out bool open) && open)
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{
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state = component.OpenState;
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drawDepth = DrawDepth.SmallMobs;
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}
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layer.SetState(state);
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args.Sprite.DrawDepth = (int) drawDepth;
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}
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}
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