Flashlights were calling dirty EVERY TICK so this just means they only call it when absoluetely necessary which saves a lot. Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
50 lines
1.4 KiB
C#
50 lines
1.4 KiB
C#
using Content.Shared.GameObjects.Components.Power;
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using Content.Shared.Utility;
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using Robust.Client.GameObjects;
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using Robust.Client.Interfaces.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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namespace Content.Client.GameObjects.Components.Power
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{
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public class PowerCellVisualizer : AppearanceVisualizer
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{
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private string _prefix;
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public override void LoadData(YamlMappingNode node)
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{
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base.LoadData(node);
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_prefix = node.GetNode("prefix").AsString();
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}
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public override void InitializeEntity(IEntity entity)
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{
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base.InitializeEntity(entity);
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var sprite = entity.GetComponent<ISpriteComponent>();
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sprite.LayerMapSet(Layers.Charge, sprite.AddLayerState($"{_prefix}_100"));
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sprite.LayerSetShader(Layers.Charge, "unshaded");
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}
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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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var sprite = component.Owner.GetComponent<ISpriteComponent>();
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if (component.TryGetData(PowerCellVisuals.ChargeLevel, out byte level))
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{
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var adjustedLevel = level * 25;
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sprite.LayerSetState(Layers.Charge, $"{_prefix}_{adjustedLevel}");
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}
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}
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private enum Layers
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{
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Charge
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}
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}
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}
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