Refactors mobstate and moves mob health thresholds to their own component Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
66 lines
1.9 KiB
C#
66 lines
1.9 KiB
C#
using Content.Shared.Mobs;
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using Robust.Client.GameObjects;
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using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
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namespace Content.Client.DamageState;
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public sealed class DamageStateVisualizerSystem : VisualizerSystem<DamageStateVisualsComponent>
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{
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protected override void OnAppearanceChange(EntityUid uid, DamageStateVisualsComponent component, ref AppearanceChangeEvent args)
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{
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var sprite = args.Sprite;
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if (sprite == null || !args.Component.TryGetData(MobStateVisuals.State, out MobState data))
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{
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return;
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}
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if (!component.States.TryGetValue(data, out var layers))
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{
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return;
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}
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if (component.Rotate)
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{
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sprite.NoRotation = data switch
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{
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MobState.Critical => false,
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MobState.Dead => false,
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_ => true
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};
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}
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// Brain no worky rn so this was just easier.
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foreach (var key in new []{ DamageStateVisualLayers.Base, DamageStateVisualLayers.BaseUnshaded })
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{
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if (!sprite.LayerMapTryGet(key, out _)) continue;
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sprite.LayerSetVisible(key, false);
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}
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foreach (var (key, state) in layers)
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{
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// Inheritance moment.
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if (!sprite.LayerMapTryGet(key, out _)) continue;
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sprite.LayerSetVisible(key, true);
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sprite.LayerSetState(key, state);
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}
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// So they don't draw over mobs anymore
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if (data == MobState.Dead)
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{
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if (sprite.DrawDepth > (int) DrawDepth.FloorObjects)
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{
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component.OriginalDrawDepth = sprite.DrawDepth;
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sprite.DrawDepth = (int) DrawDepth.FloorObjects;
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}
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}
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else if (component.OriginalDrawDepth != null)
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{
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sprite.DrawDepth = component.OriginalDrawDepth.Value;
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component.OriginalDrawDepth = null;
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}
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}
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}
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