* mechs * interaction relay * atmos handling * fuck around with interaction events SPAGHETTI CODE OH MY GOD * more sprites and whatever the hell * more mech shit * more shit for equipment * starting equipment (for nukie mechs and such) * equipment cycling * starting with some of the ui * a fat chunk of ui prototyping * done tinkering with ui * a bunch of ui stuff and what have yous * cleaning up grabber and state handling * make the ui actually functional + watch me port a million icons I swear i'll prune the sprites later blease * start on construction * construction yo mamma * remove some unused files * fix a silly * make the graph sane * make it actually constructible. * print the boards as well, bozo * rebalance part prices * eject action also i appease the russians by remembering to localize * Punch Shit * make mech integrity and repairs work * Make the UI more based STOMP STOMP STOMP STOMP * make equipment even more based * batteries and other such delights * make the ui look pimpin af * make the construction mega based * UI but so epic * equipment * some sweat tweaks * damage rebalancing * restructure tech * fix some shit * mechs inherit access * make icons actually use sprite specifiers * TRAILING COMMAA!!!!! * fix a mild indentation sin * undo this change because it isn't needed * actually fix this * secret webeditting shhhh * place this tech here * comments * foo
25 lines
719 B
C#
25 lines
719 B
C#
using Content.Shared.Mech;
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using Robust.Client.GameObjects;
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namespace Content.Client.Mech;
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/// <summary>
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/// Handles the sprite state changes while
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/// constructing mech assemblies.
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/// </summary>
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public sealed class MechAssemblyVisualizerSystem : VisualizerSystem<MechAssemblyVisualsComponent>
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{
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protected override void OnAppearanceChange(EntityUid uid, MechAssemblyVisualsComponent component,
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ref AppearanceChangeEvent args)
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{
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base.OnAppearanceChange(uid, component, ref args);
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if (!args.Component.TryGetData(MechAssemblyVisuals.State, out int stage))
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return;
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var state = component.StatePrefix + stage;
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args.Sprite?.LayerSetState(0, state);
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}
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}
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