Files
tbd-station-14/Content.Client/GameObjects/Components/Atmos/GasCanisterVisualizer.cs
20kdc 58af9003e7 Canisters [ Continuation of clement-or #2544 ] (#2628)
* Added atmos sprites from CEV-Eris

* Moved canister sprites to appropriate dir

* Removed unnecessary sprites, edited canisters prototype

* Created Gas Canister UI and release pressure buttons

* Changed GasMixture's pressure calculation (convert liters to cube meters)

* Added relabeling Canisters

* Reverted changes on GasMixture

* Changed my name in the credits

* Added valve opening on canisters

* Change canister visual state when connected to a port

* Added nullable to SharedGasCanisterComponent

* Replaced nullable contexts

* Changed again nullable annotation context

* Moved name in the credits to correct alphabetical order

* Canisters: Fix the most blatant issues with this PR (the added project interdependencies for no reason whatsoever)

* Canisters: Stop crashes when canisters leave atmosphere

* Canisters: Gas released into no atmosphere gets transferred "into space" (deleted)

* Atmos: Nullability annotations on TileAtmosphere, explaination of the states of TileAtmosphere.Air

* Canisters: If in an airblocked tile, do NOT release gas

* Scrubbers: Fix typo leading to them not connecting properly.

* Revert manual changes to credits file (sorry!) (1/2)

This reverts commit 94f3b0e5df8d9c2fa189866a17a231920f99bdaf.

* Revert manual changes to credits file (sorry!) (2/2)

This reverts commit 1986fb094dfaa44060f08d280f36b755258d17a6.

* Canisters: Apply @Zumorica 's reviews

* Canisters: Add missing localization as suggested by PJB

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Canisters: Pressure lights!

* Canisters: Light is now unshaded.

* Canisters: Now using IActivate

* Gas canisters (& air canister), now with their numbers properly calibrated (hopefully)

* Canisters: Refactor how their layers are added to be more like ApcVisualizer

* Canisters: Clean up of the tile invalidation/air release logic

* Canisters: Some gas canister window improvements

* Canisters: Clean up release pressure change button label code

Co-authored-by: Clement-O <topy72.mine@gmail.com>
Co-authored-by: Clément <clement.orlandini@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-12-08 20:45:24 +01:00

73 lines
2.4 KiB
C#

using Content.Shared.GameObjects.Components.Atmos;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Utility;
using YamlDotNet.RepresentationModel;
namespace Content.Client.GameObjects.Components.Atmos
{
public class GasCanisterVisualizer : AppearanceVisualizer
{
private string _stateConnected;
private string[] _statePressure = new string[] {"", "", "", ""};
public override void LoadData(YamlMappingNode node)
{
base.LoadData(node);
_stateConnected = node.GetNode("stateConnected").AsString();
for (int i = 0; i < _statePressure.Length; i++)
_statePressure[i] = node.GetNode("stateO" + i).AsString();
}
public override void InitializeEntity(IEntity entity)
{
base.InitializeEntity(entity);
var sprite = entity.GetComponent<ISpriteComponent>();
sprite.LayerMapSet(Layers.ConnectedToPort, sprite.AddLayerState(_stateConnected));
sprite.LayerSetVisible(Layers.ConnectedToPort, false);
sprite.LayerMapSet(Layers.PressureLight, sprite.AddLayerState(_stateConnected));
sprite.LayerSetShader(Layers.PressureLight, "unshaded");
}
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
if (component.Deleted)
{
return;
}
if (!component.Owner.TryGetComponent(out ISpriteComponent sprite))
{
return;
}
// Update the visuals : Is the canister connected to a port or not
if (component.TryGetData(GasCanisterVisuals.ConnectedState, out bool isConnected))
{
sprite.LayerSetVisible(Layers.ConnectedToPort, isConnected);
}
// Update the visuals : Canister lights
if (component.TryGetData(GasCanisterVisuals.PressureState, out int pressureState))
if ((pressureState >= 0) && (pressureState < _statePressure.Length))
sprite.LayerSetState(Layers.PressureLight, _statePressure[pressureState]);
}
enum Layers
{
ConnectedToPort,
PressureLight
}
}
}