* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
112 lines
4.1 KiB
C#
112 lines
4.1 KiB
C#
using Content.Shared.GameObjects.Components.Weapons.Ranged.Barrels;
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using Content.Shared.Utility;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.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.Weapons.Ranged.Barrels.Visualizers
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{
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[UsedImplicitly]
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public sealed class MagVisualizer : AppearanceVisualizer
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{
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private bool _magLoaded;
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private string _magState;
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private int _magSteps;
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private bool _zeroVisible;
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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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_magState = node.GetNode("magState").AsString();
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_magSteps = node.GetNode("steps").AsInt();
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_zeroVisible = node.GetNode("zeroVisible").AsBool();
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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 sprite = entity.GetComponent<ISpriteComponent>();
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if (sprite.LayerMapTryGet(RangedBarrelVisualLayers.Mag, out _))
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{
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sprite.LayerSetState(RangedBarrelVisualLayers.Mag, $"{_magState}-{_magSteps-1}");
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sprite.LayerSetVisible(RangedBarrelVisualLayers.Mag, false);
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}
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if (sprite.LayerMapTryGet(RangedBarrelVisualLayers.MagUnshaded, out _))
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{
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sprite.LayerSetState(RangedBarrelVisualLayers.MagUnshaded, $"{_magState}-unshaded-{_magSteps-1}");
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sprite.LayerSetVisible(RangedBarrelVisualLayers.MagUnshaded, false);
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}
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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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// 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 = component.Owner.GetComponent<ISpriteComponent>();
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component.TryGetData(MagazineBarrelVisuals.MagLoaded, out _magLoaded);
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if (_magLoaded)
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{
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if (!component.TryGetData(AmmoVisuals.AmmoMax, out int capacity))
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{
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return;
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}
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if (!component.TryGetData(AmmoVisuals.AmmoCount, out int current))
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{
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return;
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}
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var step = ContentHelpers.RoundToLevels(current, capacity, _magSteps);
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if (step == 0 && !_zeroVisible)
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{
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if (sprite.LayerMapTryGet(RangedBarrelVisualLayers.Mag, out _))
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{
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sprite.LayerSetVisible(RangedBarrelVisualLayers.Mag, false);
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}
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if (sprite.LayerMapTryGet(RangedBarrelVisualLayers.MagUnshaded, out _))
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{
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sprite.LayerSetVisible(RangedBarrelVisualLayers.MagUnshaded, false);
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}
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return;
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}
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if (sprite.LayerMapTryGet(RangedBarrelVisualLayers.Mag, out _))
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{
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sprite.LayerSetVisible(RangedBarrelVisualLayers.Mag, true);
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sprite.LayerSetState(RangedBarrelVisualLayers.Mag, $"{_magState}-{step}");
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}
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if (sprite.LayerMapTryGet(RangedBarrelVisualLayers.MagUnshaded, out _))
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{
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sprite.LayerSetVisible(RangedBarrelVisualLayers.MagUnshaded, true);
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sprite.LayerSetState(RangedBarrelVisualLayers.MagUnshaded, $"{_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(RangedBarrelVisualLayers.Mag, out _))
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{
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sprite.LayerSetVisible(RangedBarrelVisualLayers.Mag, false);
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}
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if (sprite.LayerMapTryGet(RangedBarrelVisualLayers.MagUnshaded, out _))
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{
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sprite.LayerSetVisible(RangedBarrelVisualLayers.MagUnshaded, false);
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}
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}
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}
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}
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}
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