Files
tbd-station-14/Content.Client/GameObjects/Components/Nutrition/DrinkFoodVisualizer2D.cs
metalgearsloth de148fc98f Add hunger and thirst (#363)
* Add hunger and thirst

Based on the SS13 systems.
Food (Nutriment) / Drink -> Stomach -> Hunger / Thirst

* Cleanup rebase

* Cleanup stuff that was prototyped

* Address feedback

Still need to add a statuseffects system in a separate branch

* More cleanup on nutrition

Fix Remie's feedback and also damage tick.

* Re-implement nutrition with master

* Updated to use the StatusEffectsUI update
* Removed all clientside components as they only receive the UI updates now
* Implemented PR feedback
* Had to make a slight adjustment to the chemistry SolutionComponent given it doesn't have an Owner, same with Solution

Still TODO:
* Metabolisation effects
* Change drink contents to alcohol / wine etc.
* Add items to the dispensers
* For transparent containers use RecalculateColor

Could probably genericise DrinkFoodContainer as well to be a temporary item dispenser

* Fix broken bottle parent
2019-11-11 22:20:03 +01:00

43 lines
1.3 KiB
C#

using Content.Shared.GameObjects.Components.Nutrition;
using Content.Shared.Utility;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Interfaces.GameObjects.Components;
using Robust.Shared.Utility;
using YamlDotNet.RepresentationModel;
namespace Content.Client.GameObjects.Components.Nutrition
{
[UsedImplicitly]
public sealed class DrinkFoodVisualizer2D : AppearanceVisualizer
{
private int _steps;
public override void LoadData(YamlMappingNode node)
{
base.LoadData(node);
_steps = node.GetNode("steps").AsInt();
}
public override void OnChangeData(AppearanceComponent component)
{
var sprite = component.Owner.GetComponent<ISpriteComponent>();
if (!component.TryGetData<int>(SharedFoodComponent.FoodVisuals.MaxUses, out var maxUses))
{
return;
}
if (component.TryGetData<int>(SharedFoodComponent.FoodVisuals.Visual, out var usesLeft))
{
var step = ContentHelpers.RoundToLevels(usesLeft, maxUses, _steps);
sprite.LayerSetState(0, $"icon-{step}");
}
else
{
sprite.LayerSetState(0, $"icon-0");
}
}
}
}