* Initial * Cleanup a bunch of things * some changes dunno * RequireAnchored * a * stuff * more work * Lots of progress * delete pipe visualizer * a * b * pipenet and pipenode cleanup * Fixes * Adds GasValve * Adds GasMiner * Fix stuff, maybe? * More fixes * Ignored components on the client * Adds thermomachine behavior, change a bunch of stuff * Remove Anchored * some work, but it's shitcode * significantly more ECS * ECS AtmosDevices * Cleanup * fix appearance * when the pipe direction is sus * Gas tanks and canisters * pipe anchoring and stuff * coding is my passion * Unsafe pipes take longer to unanchor * turns out we're no longer using eris canisters * Gas canister inserted tank appearance, improvements * Work on a bunch of appearances * Scrubber appearance * Reorganize AtmosphereSystem.Piping into a bunch of different systems * Appearance for vent/scrubber/pump turns off when leaving atmosphere * ThermoMachine appearance * Cleanup gas tanks * Remove passive gate unused imports * remove old canister UI functionality * PipeNode environment air, make everything use AssumeAir instead of merging manually * a * Reorganize atmos to follow new structure * ????? * Canister UI, restructure client * Restructure shared * Fix build tho * listen, at least the canister UI works entirely... * fix build : ) * Atmos device prototypes have names and descriptions * gas canister ui slider doesn't jitter * trinary prototypes * sprite for miners * ignore components * fix YAML * Fix port system doing useless thing * Fix build * fix thinking moment * fix build again because * canister direction * pipenode is a word * GasTank Air will throw on invalid states * fix build.... * Unhardcode volume pump thresholds * Volume pump and filter take time into account * Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event * Gas tank node volume is set by initial mixtuer * I love node container
55 lines
1.9 KiB
C#
55 lines
1.9 KiB
C#
using Content.Shared.Atmos.Piping.Binary.Components;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Client.Atmos.Visualizers
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{
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[UsedImplicitly]
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public class GasCanisterVisualizer : AppearanceVisualizer
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{
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[DataField("pressureStates")]
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private readonly string[] _statePressure = {"", "", "", ""};
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[DataField("insertedTankState")]
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private readonly string _insertedTankState = string.Empty;
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public override void InitializeEntity(IEntity entity)
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{
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base.InitializeEntity(entity);
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var sprite = entity.GetComponent<ISpriteComponent>();
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sprite.LayerMapSet(Layers.PressureLight, sprite.AddLayerState(_statePressure[0]));
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sprite.LayerSetShader(Layers.PressureLight, "unshaded");
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sprite.LayerMapSet(Layers.TankInserted, sprite.AddLayerState(_insertedTankState));
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sprite.LayerSetVisible(Layers.TankInserted, false);
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}
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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if (!component.Owner.TryGetComponent(out ISpriteComponent? sprite))
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{
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return;
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}
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// Update the canister lights
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if (component.TryGetData(GasCanisterVisuals.PressureState, out int pressureState))
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if ((pressureState >= 0) && (pressureState < _statePressure.Length))
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sprite.LayerSetState(Layers.PressureLight, _statePressure[pressureState]);
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if(component.TryGetData(GasCanisterVisuals.TankInserted, out bool inserted))
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sprite.LayerSetVisible(Layers.TankInserted, inserted);
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}
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private enum Layers
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{
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PressureLight,
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TankInserted,
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}
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}
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}
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