75 lines
2.1 KiB
C#
75 lines
2.1 KiB
C#
using System;
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using Content.Server.GameObjects.Components.Power;
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using Content.Shared.GameObjects.Components.Power;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
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{
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[RegisterComponent]
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public class HitscanWeaponCapacitorComponent : PowerCellComponent
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{
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private AppearanceComponent _appearance;
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public override string Name => "HitscanWeaponCapacitor";
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public override float Charge
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{
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get => base.Charge;
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set
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{
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base.Charge = value;
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_updateAppearance();
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}
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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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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Charge = Capacity;
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Owner.TryGetComponent(out _appearance);
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}
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public float GetChargeFrom(float toDeduct)
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{
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//Use this function when you want to shoot even though you don't have enough energy for basecost
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ChargeChanged();
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var chargeChangedBy = Math.Min(this.Charge, toDeduct);
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this.DeductCharge(chargeChangedBy);
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_updateAppearance();
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return chargeChangedBy;
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}
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public void FillFrom(PowerStorageComponent battery)
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{
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var capacitorPowerDeficit = this.Capacity - this.Charge;
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if (battery.CanDeductCharge(capacitorPowerDeficit))
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{
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battery.DeductCharge(capacitorPowerDeficit);
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this.AddCharge(capacitorPowerDeficit);
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}
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else
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{
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this.AddCharge(battery.Charge);
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battery.DeductCharge(battery.Charge);
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}
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_updateAppearance();
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}
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private void _updateAppearance()
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{
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_appearance?.SetData(PowerCellVisuals.ChargeLevel, Charge / Capacity);
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}
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}
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}
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