* Cleanup warnings in ClickableSystem * Cleanup warnings in FultonSystem * Cleanup warning in HolidaySystem * Cleanup warning in DoAfterOverlay * Cleanup warning in EntityHealthBarOverlay * Cleanup warning in SmokeVisualizerSystem * Cleanup warning in VaporVisualizerSystem * Cleanup warning in ColorFlashEffectSystem * Cleanup warnings in StealthSystem * Cleanup warnings in TrayScannerSystem * Cleanup warnings in InventoryUIController * Cleanup warnings in HideMechanismsCommand * Cleanup warning in ShowMechanismsCommand * Cleanup warnings in EntityPickupAnimationSystem * Cleanup warnings in PointingSystem * Cleanup warning in StickyVisualizerSystem * Cleanup warnings in TabletopSystem * Cleanup warnings in PillSystem * Cleanup warnings in DiceSystem * Cleanup warnings in ProjectileSystem
31 lines
936 B
C#
31 lines
936 B
C#
using Content.Shared.Dice;
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using Robust.Client.GameObjects;
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namespace Content.Client.Dice;
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public sealed class DiceSystem : SharedDiceSystem
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{
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[Dependency] private readonly SpriteSystem _sprite = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DiceComponent, AfterAutoHandleStateEvent>(OnDiceAfterHandleState);
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}
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private void OnDiceAfterHandleState(Entity<DiceComponent> entity, ref AfterAutoHandleStateEvent args)
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{
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if (!TryComp<SpriteComponent>(entity, out var sprite))
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return;
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// TODO maybe just move each die to its own RSI?
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var state = _sprite.LayerGetRsiState((entity.Owner, sprite), 0).Name;
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if (state == null)
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return;
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var prefix = state.Substring(0, state.IndexOf('_'));
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_sprite.LayerSetRsiState((entity.Owner, sprite), 0, $"{prefix}_{entity.Comp.CurrentValue}");
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}
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}
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