* Cleanup warnings in DamageMarkerSystem * Cleanup warnings in CuffableSystem * Cleanup warnings in DeployableTurretSystem * Cleanup warnings in StorageContainerVisualsSystem * Cleanup warnings in ItemMapperSystem * Cleanup warnings in ItemCounterSystem * Cleanup warnings in RandomSpriteSystem * Cleanup warnings in PowerCellSystem * Cleanup warnings in ParticleAcceleratorPartVisualizerSystem * Cleanup warnings in PaperVisualizerSystem * Cleanup warnings in PoweredLightVisualizerSystem * Cleanup warnings in LightBulbSystem * Cleanup warnings in EmergencyLightSystem * Cleanup warnings in DoorSystem * Cleanup warnings in ClockSystem * Cleanup warnings in BuckleSystem * Cleanup warnings in JukeboxSystem
47 lines
1.6 KiB
C#
47 lines
1.6 KiB
C#
using Content.Client.Storage.Components;
|
|
using Content.Shared.Rounding;
|
|
using Content.Shared.Storage;
|
|
using Robust.Client.GameObjects;
|
|
|
|
namespace Content.Client.Storage.Systems;
|
|
|
|
/// <inheritdoc cref="StorageContainerVisualsComponent"/>
|
|
public sealed class StorageContainerVisualsSystem : VisualizerSystem<StorageContainerVisualsComponent>
|
|
{
|
|
[Dependency] private readonly SpriteSystem _sprite = default!;
|
|
|
|
protected override void OnAppearanceChange(EntityUid uid, StorageContainerVisualsComponent component, ref AppearanceChangeEvent args)
|
|
{
|
|
if (args.Sprite == null)
|
|
return;
|
|
|
|
if (!AppearanceSystem.TryGetData<int>(uid, StorageVisuals.StorageUsed, out var used, args.Component))
|
|
return;
|
|
|
|
if (!AppearanceSystem.TryGetData<int>(uid, StorageVisuals.Capacity, out var capacity, args.Component))
|
|
return;
|
|
|
|
var fraction = used / (float)capacity;
|
|
|
|
if (!_sprite.LayerMapTryGet((uid, args.Sprite), component.FillLayer, out var fillLayer, false))
|
|
return;
|
|
|
|
var closestFillSprite = Math.Min(ContentHelpers.RoundToNearestLevels(fraction, 1, component.MaxFillLevels + 1),
|
|
component.MaxFillLevels);
|
|
|
|
if (closestFillSprite > 0)
|
|
{
|
|
if (component.FillBaseName == null)
|
|
return;
|
|
|
|
_sprite.LayerSetVisible((uid, args.Sprite), fillLayer, true);
|
|
var stateName = component.FillBaseName + closestFillSprite;
|
|
_sprite.LayerSetRsiState((uid, args.Sprite), fillLayer, stateName);
|
|
}
|
|
else
|
|
{
|
|
_sprite.LayerSetVisible((uid, args.Sprite), fillLayer, false);
|
|
}
|
|
}
|
|
}
|