* Add more dakka Some slight codebase changes to facilitate more robust behaviour. * Update Content.Server/GameObjects/Components/Projectiles/ProjectileComponent.cs Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Remix last stereo to mono hpistol + ltrifle
53 lines
1.7 KiB
C#
53 lines
1.7 KiB
C#
using System;
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using Content.Shared.GameObjects.Components.Weapons.Ranged;
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using Content.Shared.Utility;
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using Robust.Client.GameObjects;
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using Robust.Client.Interfaces.GameObjects.Components;
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using Robust.Shared.Log;
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using Robust.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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namespace Content.Client.GameObjects.Components.Weapons.Ranged
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{
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public sealed class BallisticMagazineWeaponVisualizer2D : AppearanceVisualizer
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{
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private string _baseState;
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private int _steps;
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public override void LoadData(YamlMappingNode node)
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{
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base.LoadData(node);
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_baseState = node.GetNode("base_state").AsString();
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_steps = node.GetNode("steps").AsInt();
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}
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public override void OnChangeData(AppearanceComponent component)
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{
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var sprite = component.Owner.GetComponent<ISpriteComponent>();
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component.TryGetData(BallisticMagazineWeaponVisuals.MagazineLoaded, out bool loaded);
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if (loaded)
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{
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if (!component.TryGetData(BallisticMagazineWeaponVisuals.AmmoCapacity, out int capacity))
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{
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return;
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}
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if (!component.TryGetData(BallisticMagazineWeaponVisuals.AmmoLeft, out int current))
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{
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return;
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}
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// capacity is - 1 as normally a bullet is chambered so max state is virtually never hit.
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var step = ContentHelpers.RoundToLevels(current, capacity - 1, _steps);
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sprite.LayerSetState(0, $"{_baseState}-{step}");
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}
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else
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{
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sprite.LayerSetState(0, _baseState);
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}
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}
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}
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}
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