Files
tbd-station-14/Content.Server/GameObjects/Components/Power/AME/AMEShieldComponent.cs
20kdc 91f2f4f599 Fix Antimatter engine maths and overplacing (#2736)
* Antimatter engine parts can't be placed overlapping

* Antimatter engine stability maths fixed

* Antimatter engine: Clean up some unused stuff
2020-12-17 00:31:47 +11:00

67 lines
1.8 KiB
C#

#nullable enable
using System;
using Content.Shared.GameObjects.Components.Power.AME;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Power.AME
{
[RegisterComponent]
public class AMEShieldComponent : SharedAMEShieldComponent
{
private bool _isCore = false;
[ViewVariables]
public int CoreIntegrity = 100;
private AppearanceComponent? _appearance;
private PointLightComponent? _pointLight;
public override void Initialize()
{
base.Initialize();
Owner.TryGetComponent(out _appearance);
Owner.TryGetComponent(out _pointLight);
}
public void SetCore()
{
if(_isCore) { return; }
_isCore = true;
_appearance?.SetData(AMEShieldVisuals.Core, "isCore");
}
public void UnsetCore()
{
_isCore = false;
_appearance?.SetData(AMEShieldVisuals.Core, "isNotCore");
}
public void UpdateCoreVisuals(int injectionStrength, bool injecting)
{
if (!injecting)
{
_appearance?.SetData(AMEShieldVisuals.CoreState, "off");
if (_pointLight != null) { _pointLight.Enabled = false; }
return;
}
if (_pointLight != null)
{
_pointLight.Radius = Math.Clamp(injectionStrength, 1, 12);
_pointLight.Enabled = true;
}
if (injectionStrength > 2)
{
_appearance?.SetData(AMEShieldVisuals.CoreState, "strong");
return;
}
_appearance?.SetData(AMEShieldVisuals.CoreState, "weak");
}
}
}