* Refactor battery/powercell assets and add new ones. * committing before I fuck things up * slot component doned I think * dictionary update * Fixes * Moving flashlight to powerslotcomponent * har har i am using the message tubes * Better documentation comment * Reverting this overengineered garbage. * Off with ye I said * Examine texts. * Some minor fixes to IDE complaints * slot size from yaml * Ignored component + removing a useless typo entry * Making stunbatons use this * Handle the message and remove some unnecessary dirtiness * actionblocker checks * remove unused file * remove updatevisual * make these nullable * make these nullable too * Unrename sprite folder * check itemcomponent on insertion * Use SendMessage over Owner.SendMessage * Add support for auto-recharging batteries, an auto-recharging cell, and make flashlight status update correctly if one is inserted in it. * get rid of public fields which are Bad * add a description for the stun baton while i'm in here * one more public field * Add the blinky animation to the atomic cell * Fix the charge indicator being STUPID * better comments * this is a better function * add pause for flashlight, remove unnecessary imports from battery * potato battery copyright link * WHO DID THAT * mr clean has come * Random pitch * pausing * round to nearest levels
50 lines
1.5 KiB
C#
50 lines
1.5 KiB
C#
using Content.Shared.GameObjects.Components.Power;
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using Content.Shared.Utility;
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using Robust.Client.GameObjects;
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using Robust.Client.Interfaces.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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namespace Content.Client.GameObjects.Components.Power
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{
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public class PowerCellVisualizer : AppearanceVisualizer
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{
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private string _prefix;
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public override void LoadData(YamlMappingNode node)
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{
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base.LoadData(node);
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_prefix = node.GetNode("prefix").AsString();
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}
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public override void InitializeEntity(IEntity entity)
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{
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base.InitializeEntity(entity);
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var sprite = entity.GetComponent<ISpriteComponent>();
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sprite.LayerMapSet(Layers.Charge, sprite.AddLayerState($"{_prefix}_100"));
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sprite.LayerSetShader(Layers.Charge, "unshaded");
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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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var sprite = component.Owner.GetComponent<ISpriteComponent>();
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if (component.TryGetData(PowerCellVisuals.ChargeLevel, out float fraction))
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{
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int level = ContentHelpers.RoundToNearestLevels(fraction, 1, 4) * 25;
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sprite.LayerSetState(Layers.Charge, $"{_prefix}_{level}");
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}
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}
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private enum Layers
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{
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Charge
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}
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}
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}
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