Files
tbd-station-14/Content.Client/Weapons/Ranged/Systems/GunSystem.MagazineVisuals.cs
Tayrtahn cec13166a8 Cleanup warnings in GunSystem.MagazineVisuals (#37373)
Cleanup warnings in GunSystem.MagazineVisuals
2025-05-12 23:17:19 +02:00

99 lines
3.9 KiB
C#

using Content.Client.Weapons.Ranged.Components;
using Content.Shared.Rounding;
using Content.Shared.Weapons.Ranged.Systems;
using Robust.Client.GameObjects;
namespace Content.Client.Weapons.Ranged.Systems;
public sealed partial class GunSystem
{
private void InitializeMagazineVisuals()
{
SubscribeLocalEvent<MagazineVisualsComponent, ComponentInit>(OnMagazineVisualsInit);
SubscribeLocalEvent<MagazineVisualsComponent, AppearanceChangeEvent>(OnMagazineVisualsChange);
}
private void OnMagazineVisualsInit(EntityUid uid, MagazineVisualsComponent component, ComponentInit args)
{
if (!TryComp<SpriteComponent>(uid, out var sprite)) return;
if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.Mag, out _, false))
{
_sprite.LayerSetRsiState((uid, sprite), GunVisualLayers.Mag, $"{component.MagState}-{component.MagSteps - 1}");
_sprite.LayerSetVisible((uid, sprite), GunVisualLayers.Mag, false);
}
if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.MagUnshaded, out _, false))
{
_sprite.LayerSetRsiState((uid, sprite), GunVisualLayers.MagUnshaded, $"{component.MagState}-unshaded-{component.MagSteps - 1}");
_sprite.LayerSetVisible((uid, sprite), GunVisualLayers.MagUnshaded, false);
}
}
private void OnMagazineVisualsChange(EntityUid uid, MagazineVisualsComponent component, ref AppearanceChangeEvent args)
{
// tl;dr
// 1.If no mag then hide it OR
// 2. If step 0 isn't visible then hide it (mag or unshaded)
// 3. Otherwise just do mag / unshaded as is
var sprite = args.Sprite;
if (sprite == null) return;
if (!args.AppearanceData.TryGetValue(AmmoVisuals.MagLoaded, out var magloaded) ||
magloaded is true)
{
if (!args.AppearanceData.TryGetValue(AmmoVisuals.AmmoMax, out var capacity))
{
capacity = component.MagSteps;
}
if (!args.AppearanceData.TryGetValue(AmmoVisuals.AmmoCount, out var current))
{
current = component.MagSteps;
}
var step = ContentHelpers.RoundToLevels((int)current, (int)capacity, component.MagSteps);
if (step == 0 && !component.ZeroVisible)
{
if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.Mag, out _, false))
{
_sprite.LayerSetVisible((uid, sprite), GunVisualLayers.Mag, false);
}
if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.MagUnshaded, out _, false))
{
_sprite.LayerSetVisible((uid, sprite), GunVisualLayers.MagUnshaded, false);
}
return;
}
if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.Mag, out _, false))
{
_sprite.LayerSetVisible((uid, sprite), GunVisualLayers.Mag, true);
_sprite.LayerSetRsiState((uid, sprite), GunVisualLayers.Mag, $"{component.MagState}-{step}");
}
if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.MagUnshaded, out _, false))
{
_sprite.LayerSetVisible((uid, sprite), GunVisualLayers.MagUnshaded, true);
_sprite.LayerSetRsiState((uid, sprite), GunVisualLayers.MagUnshaded, $"{component.MagState}-unshaded-{step}");
}
}
else
{
if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.Mag, out _, false))
{
_sprite.LayerSetVisible((uid, sprite), GunVisualLayers.Mag, false);
}
if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.MagUnshaded, out _, false))
{
_sprite.LayerSetVisible((uid, sprite), GunVisualLayers.MagUnshaded, false);
}
}
}
}