99 lines
3.9 KiB
C#
99 lines
3.9 KiB
C#
using Content.Client.Weapons.Ranged.Components;
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using Content.Shared.Rounding;
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Client.GameObjects;
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namespace Content.Client.Weapons.Ranged.Systems;
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public sealed partial class GunSystem
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{
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private void InitializeMagazineVisuals()
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{
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SubscribeLocalEvent<MagazineVisualsComponent, ComponentInit>(OnMagazineVisualsInit);
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SubscribeLocalEvent<MagazineVisualsComponent, AppearanceChangeEvent>(OnMagazineVisualsChange);
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}
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private void OnMagazineVisualsInit(EntityUid uid, MagazineVisualsComponent component, ComponentInit args)
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{
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if (!TryComp<SpriteComponent>(uid, out var sprite)) return;
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if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.Mag, out _, false))
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{
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_sprite.LayerSetRsiState((uid, sprite), GunVisualLayers.Mag, $"{component.MagState}-{component.MagSteps - 1}");
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_sprite.LayerSetVisible((uid, sprite), GunVisualLayers.Mag, false);
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}
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if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.MagUnshaded, out _, false))
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{
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_sprite.LayerSetRsiState((uid, sprite), GunVisualLayers.MagUnshaded, $"{component.MagState}-unshaded-{component.MagSteps - 1}");
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_sprite.LayerSetVisible((uid, sprite), GunVisualLayers.MagUnshaded, false);
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}
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}
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private void OnMagazineVisualsChange(EntityUid uid, MagazineVisualsComponent component, ref AppearanceChangeEvent args)
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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 = args.Sprite;
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if (sprite == null) return;
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if (!args.AppearanceData.TryGetValue(AmmoVisuals.MagLoaded, out var magloaded) ||
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magloaded is true)
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{
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if (!args.AppearanceData.TryGetValue(AmmoVisuals.AmmoMax, out var capacity))
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{
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capacity = component.MagSteps;
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}
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if (!args.AppearanceData.TryGetValue(AmmoVisuals.AmmoCount, out var current))
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{
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current = component.MagSteps;
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}
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var step = ContentHelpers.RoundToLevels((int)current, (int)capacity, component.MagSteps);
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if (step == 0 && !component.ZeroVisible)
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{
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if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.Mag, out _, false))
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{
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_sprite.LayerSetVisible((uid, sprite), GunVisualLayers.Mag, false);
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}
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if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.MagUnshaded, out _, false))
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{
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_sprite.LayerSetVisible((uid, sprite), GunVisualLayers.MagUnshaded, false);
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}
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return;
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}
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if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.Mag, out _, false))
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{
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_sprite.LayerSetVisible((uid, sprite), GunVisualLayers.Mag, true);
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_sprite.LayerSetRsiState((uid, sprite), GunVisualLayers.Mag, $"{component.MagState}-{step}");
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}
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if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.MagUnshaded, out _, false))
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{
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_sprite.LayerSetVisible((uid, sprite), GunVisualLayers.MagUnshaded, true);
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_sprite.LayerSetRsiState((uid, sprite), GunVisualLayers.MagUnshaded, $"{component.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((uid, sprite), GunVisualLayers.Mag, out _, false))
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{
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_sprite.LayerSetVisible((uid, sprite), GunVisualLayers.Mag, false);
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}
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if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.MagUnshaded, out _, false))
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{
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_sprite.LayerSetVisible((uid, sprite), GunVisualLayers.MagUnshaded, false);
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}
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}
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}
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}
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