* makes conveyors to use machine linking & refactors machine linking a bit * nullable errors * temp commit, starting work on construction * working recipies & graphs * fixes crash * makes items gravitate towards the center when on a conveyor * makes conveyors take bool signal too * ignores components clientside * default arm entitymanager maxtransmitters unsubscribe methods * twowayLEVER * _ * componentreference struct * yaml run leverDefinitelyNotCopiedFromGirderNoNoNo dies today :( * nullable * no divide by 0 * making sloth happy * space gone - happy? * final fix * yes * adds item to lathe * conveyor item -> conveyor assembly * technology * reviews ADRESSED * Update Content.Shared/GameObjects/Verbs/VerbUtility.cs Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
64 lines
1.9 KiB
C#
64 lines
1.9 KiB
C#
using System;
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using Content.Shared.GameObjects.Components.Conveyor;
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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.GameObjects;
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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.Conveyor
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{
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[UsedImplicitly]
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public class ConveyorVisualizer : AppearanceVisualizer
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{
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private string _stateRunning;
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private string _stateStopped;
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private string _stateReversed;
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private void ChangeState(AppearanceComponent appearance)
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{
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if (!appearance.Owner.TryGetComponent(out ISpriteComponent sprite))
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{
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return;
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}
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appearance.TryGetData(ConveyorVisuals.State, out ConveyorState state);
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var texture = state switch
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{
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ConveyorState.Off => _stateStopped,
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ConveyorState.Forward => _stateRunning,
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ConveyorState.Reversed => _stateReversed,
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_ => throw new ArgumentOutOfRangeException()
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};
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sprite.LayerSetState(0, texture);
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}
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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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_stateRunning = node.GetNode("state_running").AsString();
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_stateStopped = node.GetNode("state_stopped").AsString();
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_stateReversed = node.GetNode("state_reversed").AsString();
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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 appearance = entity.EnsureComponent<AppearanceComponent>();
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ChangeState(appearance);
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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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ChangeState(component);
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}
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}
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}
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