Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: T-Stalker <le0nel_1van@hotmail.com> Co-authored-by: T-Stalker <43253663+DogZeroX@users.noreply.github.com> Co-authored-by: ElectroJr <leonsfriedrich@gmail.com> Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
108 lines
3.5 KiB
C#
108 lines
3.5 KiB
C#
using Content.Shared.Rounding;
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using Content.Shared.Weapons.Ranged.Systems;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using SharedGunSystem = Content.Shared.Weapons.Ranged.Systems.SharedGunSystem;
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namespace Content.Client.Weapons.Ranged.Components;
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[UsedImplicitly]
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public sealed class MagVisualizer : AppearanceVisualizer
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{
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[DataField("magState")] private string? _magState;
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[DataField("steps")] private int _magSteps;
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[DataField("zeroVisible")] private bool _zeroVisible;
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public override void InitializeEntity(EntityUid entity)
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{
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base.InitializeEntity(entity);
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var sprite = IoCManager.Resolve<IEntityManager>().GetComponent<ISpriteComponent>(entity);
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if (sprite.LayerMapTryGet(GunVisualLayers.Mag, out _))
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{
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sprite.LayerSetState(GunVisualLayers.Mag, $"{_magState}-{_magSteps - 1}");
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sprite.LayerSetVisible(GunVisualLayers.Mag, false);
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}
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if (sprite.LayerMapTryGet(GunVisualLayers.MagUnshaded, out _))
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{
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sprite.LayerSetState(GunVisualLayers.MagUnshaded, $"{_magState}-unshaded-{_magSteps - 1}");
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sprite.LayerSetVisible(GunVisualLayers.MagUnshaded, false);
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}
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}
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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// tl;dr
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// 1.If no mag then hide it OR
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// 2. If step 0 isn't visible then hide it (mag or unshaded)
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// 3. Otherwise just do mag / unshaded as is
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var sprite = IoCManager.Resolve<IEntityManager>().GetComponent<ISpriteComponent>(component.Owner);
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if (!component.TryGetData(AmmoVisuals.MagLoaded, out bool magloaded) ||
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magloaded)
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{
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if (!component.TryGetData(AmmoVisuals.AmmoMax, out int capacity))
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{
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capacity = _magSteps;
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}
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if (!component.TryGetData(AmmoVisuals.AmmoCount, out int current))
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{
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current = _magSteps;
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}
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var step = ContentHelpers.RoundToLevels(current, capacity, _magSteps);
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if (step == 0 && !_zeroVisible)
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{
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if (sprite.LayerMapTryGet(GunVisualLayers.Mag, out _))
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{
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sprite.LayerSetVisible(GunVisualLayers.Mag, false);
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}
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if (sprite.LayerMapTryGet(GunVisualLayers.MagUnshaded, out _))
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{
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sprite.LayerSetVisible(GunVisualLayers.MagUnshaded, false);
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}
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return;
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}
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if (sprite.LayerMapTryGet(GunVisualLayers.Mag, out _))
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{
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sprite.LayerSetVisible(GunVisualLayers.Mag, true);
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sprite.LayerSetState(GunVisualLayers.Mag, $"{_magState}-{step}");
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}
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if (sprite.LayerMapTryGet(GunVisualLayers.MagUnshaded, out _))
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{
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sprite.LayerSetVisible(GunVisualLayers.MagUnshaded, true);
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sprite.LayerSetState(GunVisualLayers.MagUnshaded, $"{_magState}-unshaded-{step}");
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}
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}
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else
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{
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if (sprite.LayerMapTryGet(GunVisualLayers.Mag, out _))
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{
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sprite.LayerSetVisible(GunVisualLayers.Mag, false);
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}
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if (sprite.LayerMapTryGet(GunVisualLayers.MagUnshaded, out _))
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{
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sprite.LayerSetVisible(GunVisualLayers.MagUnshaded, false);
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}
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}
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}
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}
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public enum GunVisualLayers : byte
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{
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Base,
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BaseUnshaded,
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Mag,
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MagUnshaded,
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}
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