99 lines
3.5 KiB
C#
99 lines
3.5 KiB
C#
using Content.Client.Weapons.Ranged.Components;
|
|
using Content.Shared.Rounding;
|
|
using Content.Shared.Weapons.Ranged.Systems;
|
|
using Robust.Client.GameObjects;
|
|
|
|
namespace Content.Client.Weapons.Ranged.Systems;
|
|
|
|
public sealed partial class GunSystem
|
|
{
|
|
private void InitializeMagazineVisuals()
|
|
{
|
|
SubscribeLocalEvent<MagazineVisualsComponent, ComponentInit>(OnMagazineVisualsInit);
|
|
SubscribeLocalEvent<MagazineVisualsComponent, AppearanceChangeEvent>(OnMagazineVisualsChange);
|
|
}
|
|
|
|
private void OnMagazineVisualsInit(EntityUid uid, MagazineVisualsComponent component, ComponentInit args)
|
|
{
|
|
if (!TryComp<SpriteComponent>(uid, out var sprite)) return;
|
|
|
|
if (sprite.LayerMapTryGet(GunVisualLayers.Mag, out _))
|
|
{
|
|
sprite.LayerSetState(GunVisualLayers.Mag, $"{component.MagState}-{component.MagSteps - 1}");
|
|
sprite.LayerSetVisible(GunVisualLayers.Mag, false);
|
|
}
|
|
|
|
if (sprite.LayerMapTryGet(GunVisualLayers.MagUnshaded, out _))
|
|
{
|
|
sprite.LayerSetState(GunVisualLayers.MagUnshaded, $"{component.MagState}-unshaded-{component.MagSteps - 1}");
|
|
sprite.LayerSetVisible(GunVisualLayers.MagUnshaded, false);
|
|
}
|
|
}
|
|
|
|
private void OnMagazineVisualsChange(EntityUid uid, MagazineVisualsComponent component, ref AppearanceChangeEvent args)
|
|
{
|
|
// 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 = args.Sprite;
|
|
|
|
if (sprite == null) return;
|
|
|
|
if (args.AppearanceData.TryGetValue(AmmoVisuals.MagLoaded, out var magloaded) &&
|
|
magloaded is true)
|
|
{
|
|
if (!args.AppearanceData.TryGetValue(AmmoVisuals.AmmoMax, out var capacity))
|
|
{
|
|
capacity = component.MagSteps;
|
|
}
|
|
|
|
if (!args.AppearanceData.TryGetValue(AmmoVisuals.AmmoCount, out var current))
|
|
{
|
|
current = component.MagSteps;
|
|
}
|
|
|
|
var step = ContentHelpers.RoundToLevels((int) current, (int) capacity, component.MagSteps);
|
|
|
|
if (step == 0 && !component.ZeroVisible)
|
|
{
|
|
if (sprite.LayerMapTryGet(GunVisualLayers.Mag, out _))
|
|
{
|
|
sprite.LayerSetVisible(GunVisualLayers.Mag, false);
|
|
}
|
|
|
|
if (sprite.LayerMapTryGet(GunVisualLayers.MagUnshaded, out _))
|
|
{
|
|
sprite.LayerSetVisible(GunVisualLayers.MagUnshaded, false);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if (sprite.LayerMapTryGet(GunVisualLayers.Mag, out _))
|
|
{
|
|
sprite.LayerSetVisible(GunVisualLayers.Mag, true);
|
|
sprite.LayerSetState(GunVisualLayers.Mag, $"{component.MagState}-{step}");
|
|
}
|
|
|
|
if (sprite.LayerMapTryGet(GunVisualLayers.MagUnshaded, out _))
|
|
{
|
|
sprite.LayerSetVisible(GunVisualLayers.MagUnshaded, true);
|
|
sprite.LayerSetState(GunVisualLayers.MagUnshaded, $"{component.MagState}-unshaded-{step}");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (sprite.LayerMapTryGet(GunVisualLayers.Mag, out _))
|
|
{
|
|
sprite.LayerSetVisible(GunVisualLayers.Mag, false);
|
|
}
|
|
|
|
if (sprite.LayerMapTryGet(GunVisualLayers.MagUnshaded, out _))
|
|
{
|
|
sprite.LayerSetVisible(GunVisualLayers.MagUnshaded, false);
|
|
}
|
|
}
|
|
}
|
|
}
|