Files
tbd-station-14/Content.Client/GameObjects/Components/Atmos/FireVisualizer.cs
Acruid ca4fd649fe Massive Namespace Cleanup (#3120)
* Engine namespace changes.

* Automated remove redundant using statements.

* Simplified Graphics namespace.

* Apparently the container system stores full type names in the map file.😞 This updates those names.

* API Changes to LocalizationManager.LoadCulture.

* Update submodule to v0.3.2
2021-02-11 01:13:03 -08:00

87 lines
2.6 KiB
C#

using Content.Shared.GameObjects.Components.Atmos;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Utility;
using YamlDotNet.RepresentationModel;
namespace Content.Client.GameObjects.Components.Atmos
{
[UsedImplicitly]
public class FireVisualizer : AppearanceVisualizer
{
private int _fireStackAlternateState = 3;
private string _normalState;
private string _alternateState;
private string _sprite;
public override void InitializeEntity(IEntity entity)
{
base.InitializeEntity(entity);
var sprite = entity.GetComponent<ISpriteComponent>();
sprite.LayerMapReserveBlank(FireVisualLayers.Fire);
sprite.LayerSetVisible(FireVisualLayers.Fire, false);
}
public override void LoadData(YamlMappingNode node)
{
base.LoadData(node);
if (node.TryGetNode("sprite", out var sprite))
{
_sprite = sprite.AsString();
}
if (node.TryGetNode("fireStackAlternateState", out var fireStack))
{
_fireStackAlternateState = fireStack.AsInt();
}
if (node.TryGetNode("normalState", out var normalState))
{
_normalState = normalState.AsString();
}
if (node.TryGetNode("alternateState", out var alternateState))
{
_alternateState = alternateState.AsString();
}
}
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
if (component.TryGetData(FireVisuals.OnFire, out bool onFire))
{
var fireStacks = 0f;
if (component.TryGetData(FireVisuals.FireStacks, out float stacks))
fireStacks = stacks;
SetOnFire(component, onFire, fireStacks);
}
}
private void SetOnFire(AppearanceComponent component, bool onFire, float fireStacks)
{
var sprite = component.Owner.GetComponent<ISpriteComponent>();
sprite.LayerSetRSI(FireVisualLayers.Fire, _sprite);
sprite.LayerSetVisible(FireVisualLayers.Fire, onFire);
if(fireStacks > _fireStackAlternateState && !string.IsNullOrEmpty(_alternateState))
sprite.LayerSetState(FireVisualLayers.Fire, _alternateState);
else
sprite.LayerSetState(FireVisualLayers.Fire, _normalState);
}
}
public enum FireVisualLayers : byte
{
Fire
}
}