Files
tbd-station-14/Content.Client/GameObjects/Components/Mobs/DamageStateVisualizer.cs
metalgearsloth 56737b635f Damage visualizer for simple mobs (#1332)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-07-23 02:04:03 +02:00

79 lines
2.4 KiB
C#

using System.Collections.Generic;
using Content.Shared.GameObjects.Components.Mobs;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Utility;
using YamlDotNet.RepresentationModel;
using DrawDepth = Content.Shared.GameObjects.DrawDepth;
namespace Content.Client.GameObjects.Components.Mobs
{
[UsedImplicitly]
public sealed class DamageStateVisualizer : AppearanceVisualizer
{
private DamageStateVisualData _data = DamageStateVisualData.Normal;
private Dictionary<DamageStateVisualData, string> _stateMap = new Dictionary<DamageStateVisualData,string>();
private int? _originalDrawDepth = null;
public override void LoadData(YamlMappingNode node)
{
base.LoadData(node);
if (node.TryGetNode("normal", out var normal))
{
_stateMap.Add(DamageStateVisualData.Normal, normal.AsString());
}
if (node.TryGetNode("crit", out var crit))
{
_stateMap.Add(DamageStateVisualData.Crit, crit.AsString());
}
if (node.TryGetNode("dead", out var dead))
{
_stateMap.Add(DamageStateVisualData.Dead, dead.AsString());
}
}
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
var sprite = component.Owner.GetComponent<ISpriteComponent>();
if (!component.TryGetData(DamageStateVisuals.State, out DamageStateVisualData data))
{
return;
}
if (_data == data)
{
return;
}
_data = data;
if (_stateMap.TryGetValue(_data, out var state))
{
sprite.LayerSetState(DamageStateVisualLayers.Base, state);
}
// So they don't draw over mobs anymore
if (_data == DamageStateVisualData.Dead)
{
_originalDrawDepth = sprite.DrawDepth;
sprite.DrawDepth = (int) DrawDepth.FloorObjects;
}
else if (_originalDrawDepth != null)
{
sprite.DrawDepth = _originalDrawDepth.Value;
_originalDrawDepth = null;
}
}
}
public enum DamageStateVisualLayers
{
Base
}
}