* Start adding flashy flash * Change slop Might give a smoother decline * flashy flash * Add flashbang and flash projectiles Bang bang bang pull my flash trigger * Add collision check to area flash * Flash cleanupo * flash.ogg mixed to mono * Adjusted flash curve again * Enhancing flashes with unshaded and lights and shit Still a WIP * Add the other ballistic gun types Re-organised some of the gun stuff so the powercell guns share the shooting code with the ballistic guns. * Re-merging branch with master Also fixed some visualizer bugs * Last cleanup Fixed some crashes Fixed Deckard sprite Fixed Hitscan effects Re-applied master changes Re-factor to using soundsystem Add some more audio effects * Cleanup flashes for merge Can put flashbangs in lockers so you don't get blinded Fix some bugs * Fix shotties Also removed some redundant code * Bulldoze some legacycode brrrrrrrrt * Fix clientignore warnings * Add the other Stunnable types to StunnableProjectile * Some gun refactoring * Removed extra visualizers * All casing ejections use the same code * Speed loaders can have their ammo pulled out * Bolt sound less loud * Stop ThrowController from throwing * Fix speed loader visuals * Update hitscan collision mask and fix typo * Cleanup * Fit hitscan and flashbang collisions * Use the new flags support * Update taser placeholder description * Update protonames per style guide * Add yaml flag support for gun firerates * Cleanup crew * Fix Audio up (components, audio file, + remove global sounds) * Add server-side recoil back-in (forgot that I was testing this client-side) * Add Flag support for fire-rate selectors * Wrong int you dolt * Fix AI conflicts Haha ranged bulldozer go BRR (I'll rewrite it after the other AI systems are done). * Mix bang.ogg from stereo to mono * Make sure serializer's reading for guns Fixes integration test * Change EntitySystem calls to use the static function Also removed the Pumpbarrel commented-out code * Change StunnableProjectile defaults to 0 * Fix taser paralyse Apparently removing defaults means you have to specify the values, whodathunkit * Add slowdown to stunnableprojectiles and fix tasers * Remove FlagsFor from gun components Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
110 lines
4.2 KiB
C#
110 lines
4.2 KiB
C#
using Content.Shared.GameObjects.Components.Weapons.Ranged.Barrels;
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using Content.Shared.Utility;
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using JetBrains.Annotations;
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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.Interfaces.GameObjects;
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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.Barrels.Visualizers
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{
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[UsedImplicitly]
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public sealed class MagVisualizer2D : AppearanceVisualizer
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{
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private bool _magLoaded;
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private string _magState;
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private int _magSteps;
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private bool _zeroVisible;
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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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_magState = node.GetNode("magState").AsString();
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_magSteps = node.GetNode("steps").AsInt();
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_zeroVisible = node.GetNode("zeroVisible").AsBool();
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}
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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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if (sprite.LayerMapTryGet(RangedBarrelVisualLayers.Mag, out _))
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{
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sprite.LayerSetState(RangedBarrelVisualLayers.Mag, $"{_magState}-{_magSteps-1}");
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sprite.LayerSetVisible(RangedBarrelVisualLayers.Mag, false);
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}
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if (sprite.LayerMapTryGet(RangedBarrelVisualLayers.MagUnshaded, out _))
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{
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sprite.LayerSetState(RangedBarrelVisualLayers.MagUnshaded, $"{_magState}-unshaded-{_magSteps-1}");
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sprite.LayerSetVisible(RangedBarrelVisualLayers.MagUnshaded, false);
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}
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}
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public override void OnChangeData(AppearanceComponent component)
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{
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// tl;dr
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// 1.If no mag then hide it OR
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// 2. If step 0 isn't visible then hide it (mag or unshaded)
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// 3. Otherwise just do mag / unshaded as is
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var sprite = component.Owner.GetComponent<ISpriteComponent>();
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component.TryGetData(MagazineBarrelVisuals.MagLoaded, out _magLoaded);
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if (_magLoaded)
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{
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if (!component.TryGetData(AmmoVisuals.AmmoMax, out int capacity))
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{
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return;
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}
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if (!component.TryGetData(AmmoVisuals.AmmoCount, out int current))
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{
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return;
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}
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var step = ContentHelpers.RoundToLevels(current, capacity, _magSteps);
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if (step == 0 && !_zeroVisible)
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{
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if (sprite.LayerMapTryGet(RangedBarrelVisualLayers.Mag, out _))
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{
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sprite.LayerSetVisible(RangedBarrelVisualLayers.Mag, false);
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}
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if (sprite.LayerMapTryGet(RangedBarrelVisualLayers.MagUnshaded, out _))
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{
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sprite.LayerSetVisible(RangedBarrelVisualLayers.MagUnshaded, false);
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}
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return;
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}
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if (sprite.LayerMapTryGet(RangedBarrelVisualLayers.Mag, out _))
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{
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sprite.LayerSetVisible(RangedBarrelVisualLayers.Mag, true);
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sprite.LayerSetState(RangedBarrelVisualLayers.Mag, $"{_magState}-{step}");
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}
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if (sprite.LayerMapTryGet(RangedBarrelVisualLayers.MagUnshaded, out _))
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{
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sprite.LayerSetVisible(RangedBarrelVisualLayers.MagUnshaded, true);
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sprite.LayerSetState(RangedBarrelVisualLayers.MagUnshaded, $"{_magState}-unshaded-{step}");
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}
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}
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else
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{
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if (sprite.LayerMapTryGet(RangedBarrelVisualLayers.Mag, out _))
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{
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sprite.LayerSetVisible(RangedBarrelVisualLayers.Mag, false);
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}
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if (sprite.LayerMapTryGet(RangedBarrelVisualLayers.MagUnshaded, out _))
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{
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sprite.LayerSetVisible(RangedBarrelVisualLayers.MagUnshaded, false);
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}
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}
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}
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}
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} |