* lathe and material storage refactor * materialStorage ECS it kinda sus tho * beginning the lathe shitcode dive * couple lathe visuals and lathe system * lathe changes and such * dynamic lathe databases * rewrote internal logic on to ui * da newI * material display clientside * misc ui changes * component state handling and various other things * moar * Update Content.Shared/Lathe/LatheComponent.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * first volley of sloth review * more fixes * losin' my mind * all da changes * test fix and other review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
66 lines
2.1 KiB
C#
66 lines
2.1 KiB
C#
using Robust.Client.GameObjects;
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using Content.Shared.Lathe;
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using Content.Shared.Power;
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using Content.Client.Power;
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using Content.Shared.Research.Prototypes;
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namespace Content.Client.Lathe;
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public sealed class LatheSystem : SharedLatheSystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<LatheComponent, AppearanceChangeEvent>(OnAppearanceChange);
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}
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private void OnAppearanceChange(EntityUid uid, LatheComponent component, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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if (args.Component.TryGetData(PowerDeviceVisuals.Powered, out bool powered) &&
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args.Sprite.LayerMapTryGet(PowerDeviceVisualLayers.Powered, out _))
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{
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args.Sprite.LayerSetVisible(PowerDeviceVisualLayers.Powered, powered);
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}
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// Lathe specific stuff
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if (args.Component.TryGetData(LatheVisuals.IsRunning, out bool isRunning))
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{
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var state = isRunning ? component.RunningState : component.IdleState;
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args.Sprite.LayerSetAnimationTime(LatheVisualLayers.IsRunning, 0f);
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args.Sprite.LayerSetState(LatheVisualLayers.IsRunning, state);
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}
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if (args.Component.TryGetData(LatheVisuals.IsInserting, out bool isInserting)
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&& args.Sprite.LayerMapTryGet(LatheVisualLayers.IsInserting, out var isInsertingLayer))
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{
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if (args.Component.TryGetData(LatheVisuals.InsertingColor, out Color color)
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&& !component.IgnoreColor)
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{
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args.Sprite.LayerSetColor(isInsertingLayer, color);
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}
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args.Sprite.LayerSetAnimationTime(isInsertingLayer, 0f);
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args.Sprite.LayerSetVisible(isInsertingLayer, isInserting);
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}
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}
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///<remarks>
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/// Whether or not a recipe is available is not really visible to the client,
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/// so it just defaults to true.
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///</remarks>
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protected override bool HasRecipe(EntityUid uid, LatheRecipePrototype recipe, LatheComponent component)
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{
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return true;
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}
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}
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public enum LatheVisualLayers : byte
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{
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IsRunning,
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IsInserting
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}
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