* Update UI when the AME node group is changed (fixes core count indicator being wrong) * Fix connection issues between AME controller and cores * Fix #4365 by properly propagating and clearing AME core injection state * Fixes #4364
67 lines
1.8 KiB
C#
67 lines
1.8 KiB
C#
using System;
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using Content.Shared.AME;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.AME.Components
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{
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[RegisterComponent]
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public class AMEShieldComponent : SharedAMEShieldComponent
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{
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private bool _isCore = false;
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[ViewVariables]
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public int CoreIntegrity = 100;
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private AppearanceComponent? _appearance;
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private PointLightComponent? _pointLight;
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protected override void Initialize()
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{
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base.Initialize();
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Owner.TryGetComponent(out _appearance);
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Owner.TryGetComponent(out _pointLight);
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}
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public void SetCore()
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{
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if(_isCore) { return; }
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_isCore = true;
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_appearance?.SetData(AMEShieldVisuals.Core, "isCore");
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}
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public void UnsetCore()
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{
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_isCore = false;
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_appearance?.SetData(AMEShieldVisuals.Core, "isNotCore");
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UpdateCoreVisuals(0, false);
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}
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public void UpdateCoreVisuals(int injectionStrength, bool injecting)
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{
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if (!injecting)
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{
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_appearance?.SetData(AMEShieldVisuals.CoreState, "off");
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if (_pointLight != null) { _pointLight.Enabled = false; }
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return;
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}
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if (_pointLight != null)
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{
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_pointLight.Radius = Math.Clamp(injectionStrength, 1, 12);
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_pointLight.Enabled = true;
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}
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if (injectionStrength > 2)
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{
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_appearance?.SetData(AMEShieldVisuals.CoreState, "strong");
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return;
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}
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_appearance?.SetData(AMEShieldVisuals.CoreState, "weak");
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}
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}
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}
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