Files
tbd-station-14/Content.Client/Weapons/Ranged/Components/MagVisualizer.cs
metalgearsloth fb943a61dc Gun refactor (#8301)
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>
2022-06-01 19:59:58 +10:00

108 lines
3.5 KiB
C#

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