Files
tbd-station-14/Content.Client/Nutrition/EntitySystems/ClientFoodSequenceSystem.cs
Ed 4d75cb54c8 Custom burgers - FoodSequence system (#30755)
* setup foodsequence

* name generation and max layers limit

* move to nutrition

* move code to serverside

* move to appearance data

* marked fields as required

* Update foodsequence.yml

* b

* burgeers!

* Update produce.yml

* Update meat.yml

* Update burger.yml

* fix duplicate naming

* Update Resources/Locale/en-US/nutrition/components/food-sequence.ftl

Co-authored-by: Hrosts <35345601+Hrosts@users.noreply.github.com>

* merge flavor profiles

* make food trash List<>

* merge trash

* Update FoodComponent.cs

* Update FoodComponent.cs

* organs and cannabis support

---------

Co-authored-by: Hrosts <35345601+Hrosts@users.noreply.github.com>
2024-08-10 22:31:32 +03:00

58 lines
1.6 KiB
C#

using Content.Shared.Nutrition.Components;
using Content.Shared.Nutrition.EntitySystems;
using Robust.Client.GameObjects;
namespace Content.Client.Nutrition.EntitySystems;
public sealed class ClientFoodSequenceSystem : SharedFoodSequenceSystem
{
public override void Initialize()
{
SubscribeLocalEvent<FoodSequenceStartPointComponent, AfterAutoHandleStateEvent>(OnHandleState);
}
private void OnHandleState(Entity<FoodSequenceStartPointComponent> start, ref AfterAutoHandleStateEvent args)
{
if (!TryComp<SpriteComponent>(start, out var sprite))
return;
UpdateFoodVisuals(start, sprite);
}
private void UpdateFoodVisuals(Entity<FoodSequenceStartPointComponent> start, SpriteComponent? sprite = null)
{
if (!Resolve(start, ref sprite, false))
return;
//Remove old layers
foreach (var key in start.Comp.RevealedLayers)
{
sprite.RemoveLayer(key);
}
start.Comp.RevealedLayers.Clear();
//Add new layers
var counter = 0;
foreach (var state in start.Comp.FoodLayers)
{
if (state.Sprite is null)
continue;
counter++;
var keyCode = $"food-layer-{counter}";
start.Comp.RevealedLayers.Add(keyCode);
var index = sprite.LayerMapReserveBlank(keyCode);
//Set image
sprite.LayerSetSprite(index, state.Sprite);
//Offset the layer
var layerPos = start.Comp.StartPosition;
layerPos += start.Comp.Offset * counter;
sprite.LayerSetOffset(index, layerPos);
}
}
}