xenoarch inhands + a few effects (#12655)
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@@ -1,4 +1,5 @@
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using Content.Server.Xenoarchaeology.XenoArtifacts.Events;
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using Content.Shared.Item;
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using Content.Shared.Xenoarchaeology.XenoArtifacts;
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using Robust.Server.GameObjects;
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using Robust.Shared.Random;
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@@ -11,6 +12,7 @@ public sealed class RandomArtifactSpriteSystem : EntitySystem
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IGameTiming _time = default!;
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[Dependency] private readonly AppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedItemSystem _item = default!;
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public override void Initialize()
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{
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@@ -41,6 +43,7 @@ public sealed class RandomArtifactSpriteSystem : EntitySystem
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{
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var randomSprite = _random.Next(component.MinSprite, component.MaxSprite + 1);
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_appearance.SetData(uid, SharedArtifactsVisuals.SpriteIndex, randomSprite);
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_item.SetHeldPrefix(uid, "ano" + randomSprite.ToString("D2")); //set item artifact inhands
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}
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private void OnActivated(EntityUid uid, RandomArtifactSpriteComponent component, ArtifactActivatedEvent args)
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