Files
tbd-station-14/Content.Client/Mech/MechAssemblyVisualizerSystem.cs
Nemanja 913e1ee676 Exosuit: Ripley (#12668)
* 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
2022-12-10 11:05:39 -06:00

25 lines
719 B
C#

using Content.Shared.Mech;
using Robust.Client.GameObjects;
namespace Content.Client.Mech;
/// <summary>
/// Handles the sprite state changes while
/// constructing mech assemblies.
/// </summary>
public sealed class MechAssemblyVisualizerSystem : VisualizerSystem<MechAssemblyVisualsComponent>
{
protected override void OnAppearanceChange(EntityUid uid, MechAssemblyVisualsComponent component,
ref AppearanceChangeEvent args)
{
base.OnAppearanceChange(uid, component, ref args);
if (!args.Component.TryGetData(MechAssemblyVisuals.State, out int stage))
return;
var state = component.StatePrefix + stage;
args.Sprite?.LayerSetState(0, state);
}
}