* Rename SolutionContainerCaps -> Capability * Move IExamine event to Chemistry System. * ECS the ISolutionChange into SolutionChangeEvent * Unify SolutionContainer into a single shared component * Replace ISolutionInteraction with SolutionContainerComponent * Move all methods from SolutionContainer to ChemistrySystem * Refactor EntitySystem calls to Dependencies * Refactor SolutionContainer to SolutionManager * Fix yamls * Fix test fails * Fix post merge issues * Fix various issues with SolutionManager * More fixes * Fix more components * Fix events not being directed * Fixes for Hypospray * Separate removal and iteration on Metabolism * Fix creampie problems * Address some of sloth's issues * Refactors for Systems * Refactored solution location * Fix tests * Address more sloth issues * Fix dependency * Fix merge conflicts * Add xmldocs for Capabilities components * Remove HasSolution/TryGetDefaultSolution and Add/Remove Drainable/Refillable * Replace Grindable/Juiceable with Extractable * Refactor field names * Fix Drainable * Fix some issues with spillable and injector * Fix issues with Grinder * Fix Beaker having duplicate solutions * Fix foaming * Address some MGS issues * Fix Uid issues * Fix errors in solution Tranfer * Fixed some extra values constant values * Cola is drinkable now
59 lines
2.2 KiB
C#
59 lines
2.2 KiB
C#
using System;
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using Content.Shared.Chemistry.EntitySystems;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Client.Chemistry.Visualizers
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{
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[UsedImplicitly]
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public class SolutionContainerVisualizer : AppearanceVisualizer
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{
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[DataField("maxFillLevels")] private int _maxFillLevels = 0;
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[DataField("fillBaseName")] private string? _fillBaseName = null;
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[DataField("layer")] private SolutionContainerLayers _layer = SolutionContainerLayers.Fill;
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[DataField("changeColor")] private bool _changeColor = true;
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[DataField("emptySpriteName")] private string? _emptySpriteName = null;
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[DataField("emptySpriteColor")] private Color _emptySpriteColor = Color.White;
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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 (_maxFillLevels <= 0 || _fillBaseName == null) return;
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if (!component.TryGetData(SolutionContainerVisuals.VisualState,
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out SolutionContainerVisualState state)) return;
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if (!component.Owner.TryGetComponent(out ISpriteComponent? sprite)) return;
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if (!sprite.LayerMapTryGet(_layer, out var fillLayer)) return;
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var fillPercent = state.FilledVolumePercent;
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var closestFillSprite = (int) Math.Round(fillPercent * _maxFillLevels);
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if (closestFillSprite > 0)
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{
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sprite.LayerSetVisible(fillLayer, true);
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var stateName = _fillBaseName + closestFillSprite;
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sprite.LayerSetState(fillLayer, stateName);
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if (_changeColor)
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sprite.LayerSetColor(fillLayer, state.Color);
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}
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else
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{
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if (_emptySpriteName == null)
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sprite.LayerSetVisible(fillLayer, false);
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else
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{
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sprite.LayerSetState(fillLayer, _emptySpriteName);
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if (_changeColor)
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sprite.LayerSetColor(fillLayer, _emptySpriteColor);
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}
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}
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}
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}
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}
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