* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
65 lines
2.3 KiB
C#
65 lines
2.3 KiB
C#
#nullable enable
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using System;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.Utility;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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namespace Content.Client.GameObjects.Components
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{
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[UsedImplicitly]
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public sealed class WindowVisualizer : AppearanceVisualizer
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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.Owner.TryGetComponent(out SnapGridComponent? snapGrid))
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return;
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var lowWall = FindLowWall(snapGrid);
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if (lowWall == null)
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return;
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if (component.TryGetData(WindowVisuals.Damage, out float fraction))
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{
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var level = Math.Min(ContentHelpers.RoundToLevels(fraction, 1, 7), 5);
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if (level == 0)
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{
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foreach (var val in Enum.GetValues(typeof(WindowDamageLayers)))
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{
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if (val == null) continue;
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sprite.LayerSetVisible((WindowDamageLayers) val, false);
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}
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return;
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}
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foreach (var val in Enum.GetValues(typeof(WindowDamageLayers)))
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{
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if (val == null) continue;
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sprite.LayerSetVisible((WindowDamageLayers) val, true);
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}
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sprite.LayerSetState(WindowDamageLayers.DamageNE, $"{(int) lowWall.LastCornerNE}_{level}");
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sprite.LayerSetState(WindowDamageLayers.DamageSE, $"{(int) lowWall.LastCornerSE}_{level}");
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sprite.LayerSetState(WindowDamageLayers.DamageSW, $"{(int) lowWall.LastCornerSW}_{level}");
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sprite.LayerSetState(WindowDamageLayers.DamageNW, $"{(int) lowWall.LastCornerNW}_{level}");
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}
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}
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private static LowWallComponent? FindLowWall(SnapGridComponent snapGrid)
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{
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foreach (var entity in snapGrid.GetLocal())
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{
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if (entity.TryGetComponent(out LowWallComponent? lowWall))
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{
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return lowWall;
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}
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}
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return null;
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}
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}
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}
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