Files
tbd-station-14/Content.Client/Smoking/BurnStateVisualizer.cs
Paul Ritter 512d6a38c3 get that crap outta here (completely rewrites inventorysystem) (#5807)
* some work

* equip: done
unequip: todo

* unequipping done & refactored events

* workin

* movin

* reee namespaces

* stun

* mobstate

* fixes

* some work on events

* removes serverside itemcomp & misc fixes

* work

* smol merge fix

* ports template to prototype & finishes ui

* moves relay & adds containerenumerator

* actions & cuffs

* my god what is actioncode

* more fixes

* im loosing my grasp on reality

* more fixes

* more work

* explosions

* yes

* more work

* more fixes

* merge master & misc fixed because i forgot to commit before merging master

* more fixes

* fixes

* moar

* more work

* moar fixes

* suffixmap

* more work on client

* motivation low

* no. no containers

* mirroring client to server

* fixes

* move serverinvcomp

* serverinventorycomponent is dead

* gaming

* only strippable & ai left...

* only ai and richtext left

* fixes ai

* fixes

* fixes sprite layers

* more fixes

* resolves optional

* yes

* stable™️

* fixes

* moar fixes

* moar

* fix some tests

* lmao

* no comment

* good to merge™️

* fixes build but for real

* adresses some reviews

* adresses some more reviews

* nullables, yo

* fixes lobbyscreen

* timid refactor to differentiate actor & target

* adresses more reviews

* more

* my god what a mess

* removed the rest of duplicates

* removed duplicate slotflags and renamed shoes to feet

* removes another unused one

* yes

* fixes lobby & makes tryunequip return unequipped item

* fixes

* some funny renames

* fixes

* misc improvements to attemptevents

* fixes

* merge fixes

Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
2021-12-30 22:56:10 +01:00

67 lines
2.3 KiB
C#

using Content.Client.Clothing;
using Content.Shared.Smoking;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Client.Smoking
{
[UsedImplicitly]
public class BurnStateVisualizer : AppearanceVisualizer
{
[DataField("burntIcon")]
private string _burntIcon = "burnt-icon";
[DataField("litIcon")]
private string _litIcon = "lit-icon";
[DataField("unlitIcon")]
private string _unlitIcon = "icon";
[DataField("burntPrefix")]
private string _burntPrefix = "unlit";
[DataField("litPrefix")]
private string _litPrefix = "lit";
[DataField("unlitPrefix")]
private string _unlitPrefix = "unlit";
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
if (component.TryGetData<SmokableState>(SmokingVisuals.Smoking, out var smoking))
{
SetState(component, smoking);
}
}
private void SetState(AppearanceComponent component, SmokableState burnState)
{
var entities = IoCManager.Resolve<IEntityManager>();
var clothing = entities.GetComponentOrNull<ClothingComponent>(component.Owner);
if (entities.TryGetComponent(component.Owner, out ISpriteComponent sprite))
{
switch (burnState)
{
case SmokableState.Lit:
if (clothing != null)
clothing.EquippedPrefix = _litPrefix;
sprite.LayerSetState(0, _litIcon);
break;
case SmokableState.Burnt:
if (clothing != null)
clothing.EquippedPrefix = _burntPrefix;
sprite.LayerSetState(0, _burntIcon);
break;
case SmokableState.Unlit:
if (clothing != null)
clothing.EquippedPrefix = _unlitPrefix;
sprite.LayerSetState(0, _unlitIcon);
break;
}
}
}
}
}