Tweaks: разные мелкие исправления и корректировки (#22)
* add: система улучшения зрения для слепых * tweak: повышен урон дробовиков, повышен разброс * tweak: скорость снарядов лазеров увеличена вдвое * fix: фикс отображение веревки крюка-кошки * fix: исправлено отображение воспоминаний * tweak: перевод геймпресета революции * fix: фикс отображения цели и рефактор правила культа * add: Теперь помповые ружья нужно перезаряжать вручную * tweak: повышен урон других снарядов дробовиков * tweak: вещмешок синдиката больше не замедляет * fix: исправлено отображение слота хранилища костюма в инвентаре
This commit is contained in:
@@ -20,7 +20,7 @@ public sealed class CharacterInfoSystem : EntitySystem
|
||||
|
||||
public void RequestCharacterInfo()
|
||||
{
|
||||
var entity = _players.LocalPlayer?.ControlledEntity;
|
||||
var entity = _players.LocalSession?.AttachedEntity;
|
||||
if (entity == null)
|
||||
{
|
||||
return;
|
||||
|
||||
@@ -1,12 +1,8 @@
|
||||
using Content.Client.Movement.Systems;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Client.Player;
|
||||
using Robust.Shared.Enums;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Content.Shared.Eye.Blinding;
|
||||
using Content.Shared.Eye.Blinding.Components;
|
||||
using Content.Shared.Movement.Components;
|
||||
using Content.Shared.Movement.Systems;
|
||||
|
||||
namespace Content.Client.Eye.Blinding
|
||||
{
|
||||
@@ -18,7 +14,9 @@ namespace Content.Client.Eye.Blinding
|
||||
[Dependency] private readonly ILightManager _lightManager = default!;
|
||||
|
||||
public override bool RequestScreenTexture => true;
|
||||
|
||||
public override OverlaySpace Space => OverlaySpace.WorldSpace;
|
||||
|
||||
private readonly ShaderInstance _greyscaleShader;
|
||||
private readonly ShaderInstance _circleMaskShader;
|
||||
|
||||
@@ -30,6 +28,7 @@ namespace Content.Client.Eye.Blinding
|
||||
_greyscaleShader = _prototypeManager.Index<ShaderPrototype>("GreyscaleFullscreen").InstanceUnique();
|
||||
_circleMaskShader = _prototypeManager.Index<ShaderPrototype>("CircleMask").InstanceUnique();
|
||||
}
|
||||
|
||||
protected override bool BeforeDraw(in OverlayDrawArgs args)
|
||||
{
|
||||
if (!_entityManager.TryGetComponent(_playerManager.LocalSession?.AttachedEntity, out EyeComponent? eyeComp))
|
||||
@@ -50,15 +49,13 @@ namespace Content.Client.Eye.Blinding
|
||||
|
||||
var blind = _blindableComponent.IsBlind;
|
||||
|
||||
if (!blind && _blindableComponent.LightSetup) // Turn FOV back on if we can see again
|
||||
{
|
||||
_lightManager.Enabled = true;
|
||||
_blindableComponent.LightSetup = false;
|
||||
_blindableComponent.GraceFrame = true;
|
||||
return true;
|
||||
}
|
||||
if (blind || !_blindableComponent.LightSetup) // Turn FOV back on if we can see again
|
||||
return blind;
|
||||
|
||||
return blind;
|
||||
_lightManager.Enabled = true;
|
||||
_blindableComponent.LightSetup = false;
|
||||
_blindableComponent.GraceFrame = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override void Draw(in OverlayDrawArgs args)
|
||||
@@ -75,7 +72,8 @@ namespace Content.Client.Eye.Blinding
|
||||
{
|
||||
_blindableComponent.LightSetup = true; // Ok we touched the lights
|
||||
_lightManager.Enabled = false;
|
||||
} else
|
||||
}
|
||||
else
|
||||
{
|
||||
_blindableComponent.GraceFrame = false;
|
||||
}
|
||||
|
||||
@@ -10,8 +10,7 @@ public sealed class BlindingSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly IPlayerManager _player = default!;
|
||||
[Dependency] private readonly IOverlayManager _overlayMan = default!;
|
||||
[Dependency] ILightManager _lightManager = default!;
|
||||
|
||||
[Dependency] private readonly ILightManager _lightManager = default!;
|
||||
|
||||
private BlindOverlay _overlay = default!;
|
||||
|
||||
@@ -27,7 +26,7 @@ public sealed class BlindingSystem : EntitySystem
|
||||
|
||||
SubscribeNetworkEvent<RoundRestartCleanupEvent>(RoundRestartCleanup);
|
||||
|
||||
_overlay = new();
|
||||
_overlay = new BlindOverlay();
|
||||
}
|
||||
|
||||
private void OnPlayerAttached(EntityUid uid, BlindableComponent component, LocalPlayerAttachedEvent args)
|
||||
@@ -43,13 +42,13 @@ public sealed class BlindingSystem : EntitySystem
|
||||
|
||||
private void OnBlindInit(EntityUid uid, BlindableComponent component, ComponentInit args)
|
||||
{
|
||||
if (_player.LocalPlayer?.ControlledEntity == uid)
|
||||
if (_player.LocalSession?.AttachedEntity == uid)
|
||||
_overlayMan.AddOverlay(_overlay);
|
||||
}
|
||||
|
||||
private void OnBlindShutdown(EntityUid uid, BlindableComponent component, ComponentShutdown args)
|
||||
{
|
||||
if (_player.LocalPlayer?.ControlledEntity == uid)
|
||||
if (_player.LocalSession?.AttachedEntity == uid)
|
||||
{
|
||||
_overlayMan.RemoveOverlay(_overlay);
|
||||
}
|
||||
|
||||
@@ -21,7 +21,7 @@ public sealed class BlurryVisionSystem : EntitySystem
|
||||
SubscribeLocalEvent<BlurryVisionComponent, LocalPlayerAttachedEvent>(OnPlayerAttached);
|
||||
SubscribeLocalEvent<BlurryVisionComponent, LocalPlayerDetachedEvent>(OnPlayerDetached);
|
||||
|
||||
_overlay = new();
|
||||
_overlay = new BlurryVisionOverlay();
|
||||
}
|
||||
|
||||
private void OnPlayerAttached(EntityUid uid, BlurryVisionComponent component, LocalPlayerAttachedEvent args)
|
||||
@@ -36,13 +36,13 @@ public sealed class BlurryVisionSystem : EntitySystem
|
||||
|
||||
private void OnBlurryInit(EntityUid uid, BlurryVisionComponent component, ComponentInit args)
|
||||
{
|
||||
if (_player.LocalPlayer?.ControlledEntity == uid)
|
||||
if (_player.LocalSession?.AttachedEntity == uid)
|
||||
_overlayMan.AddOverlay(_overlay);
|
||||
}
|
||||
|
||||
private void OnBlurryShutdown(EntityUid uid, BlurryVisionComponent component, ComponentShutdown args)
|
||||
{
|
||||
if (_player.LocalPlayer?.ControlledEntity == uid)
|
||||
if (_player.LocalSession?.AttachedEntity == uid)
|
||||
{
|
||||
_overlayMan.RemoveOverlay(_overlay);
|
||||
}
|
||||
|
||||
@@ -112,7 +112,6 @@ public sealed class CharacterUIController : UIController, IOnStateEntered<Gamepl
|
||||
_window.SubText.Text = job;
|
||||
_window.Objectives.RemoveAllChildren();
|
||||
_window.Memories.RemoveAllChildren();
|
||||
_window.ObjectivesLabel.Visible = objectives.Any();
|
||||
|
||||
foreach (var (groupId, conditions) in objectives)
|
||||
{
|
||||
@@ -183,7 +182,8 @@ public sealed class CharacterUIController : UIController, IOnStateEntered<Gamepl
|
||||
_window.Objectives.AddChild(control);
|
||||
}
|
||||
|
||||
_window.RolePlaceholder.Visible = briefing == null && !controls.Any() && !objectives.Any();
|
||||
_window.RolePlaceholder.Visible = briefing == null && controls.Count == 0 && objectives.Count == 0;
|
||||
_window.MemoriesPlaceholder.Visible = memories.Count == 0;
|
||||
}
|
||||
|
||||
private void CharacterDetached(EntityUid uid)
|
||||
|
||||
@@ -8,22 +8,25 @@
|
||||
<ScrollContainer>
|
||||
<BoxContainer Orientation="Vertical">
|
||||
<BoxContainer Orientation="Horizontal">
|
||||
<SpriteView OverrideDirection="South" Scale="2 2" Name="SpriteView" Access="Public" SetSize="64 64"/>
|
||||
<SpriteView OverrideDirection="South" Scale="2 2" Name="SpriteView" Access="Public" SetSize="64 64" />
|
||||
<BoxContainer Orientation="Vertical" VerticalAlignment="Top">
|
||||
<Label Name="NameLabel" Access="Public"/>
|
||||
<Label Name="SubText" VerticalAlignment="Top" StyleClasses="LabelSubText" Access="Public"/>
|
||||
<Label Name="NameLabel" Access="Public" />
|
||||
<Label Name="SubText" VerticalAlignment="Top" StyleClasses="LabelSubText" Access="Public" />
|
||||
</BoxContainer>
|
||||
</BoxContainer>
|
||||
|
||||
<!-- WD EDIT -->
|
||||
<Label Text="{Loc 'character-info-memories-label'}" HorizontalAlignment="Center"/>
|
||||
<BoxContainer Orientation="Vertical" Name="Memories" Access="Public"/>
|
||||
<cc:Placeholder PlaceholderText="{Loc 'character-info-memories-placeholder-text'}"/>
|
||||
<Label Text="{Loc 'character-info-memories-label'}" HorizontalAlignment="Center" />
|
||||
<BoxContainer Orientation="Vertical" Name="Memories" Access="Public" />
|
||||
<cc:Placeholder Name="MemoriesPlaceholder" Access="Public"
|
||||
PlaceholderText="{Loc 'character-info-memories-placeholder-text'}" />
|
||||
<!-- WD EDIT END -->
|
||||
|
||||
<Label Name="ObjectivesLabel" Access="Public" Text="{Loc 'character-info-objectives-label'}" HorizontalAlignment="Center"/>
|
||||
<BoxContainer Orientation="Vertical" Name="Objectives" Access="Public"/>
|
||||
<cc:Placeholder Name="RolePlaceholder" Access="Public" PlaceholderText="{Loc 'character-info-roles-antagonist-text'}"/>
|
||||
<Label Name="ObjectivesLabel" Access="Public" Text="{Loc 'character-info-objectives-label'}"
|
||||
HorizontalAlignment="Center" />
|
||||
<BoxContainer Orientation="Vertical" Name="Objectives" Access="Public" />
|
||||
<cc:Placeholder Name="RolePlaceholder" Access="Public"
|
||||
PlaceholderText="{Loc 'character-info-roles-antagonist-text'}" />
|
||||
</BoxContainer>
|
||||
</ScrollContainer>
|
||||
</windows:CharacterWindow>
|
||||
|
||||
@@ -12,7 +12,10 @@ public sealed partial class GunSystem
|
||||
SubscribeLocalEvent<BallisticAmmoProviderComponent, UpdateAmmoCounterEvent>(OnBallisticAmmoCount);
|
||||
}
|
||||
|
||||
private void OnBallisticAmmoCount(EntityUid uid, BallisticAmmoProviderComponent component, UpdateAmmoCounterEvent args)
|
||||
private void OnBallisticAmmoCount(
|
||||
EntityUid uid,
|
||||
BallisticAmmoProviderComponent component,
|
||||
UpdateAmmoCounterEvent args)
|
||||
{
|
||||
if (args.Control is DefaultStatusControl control)
|
||||
{
|
||||
@@ -25,6 +28,9 @@ public sealed partial class GunSystem
|
||||
if (!Timing.IsFirstTimePredicted)
|
||||
return;
|
||||
|
||||
if (!component.IsCycled)
|
||||
return;
|
||||
|
||||
EntityUid? ent = null;
|
||||
|
||||
// TODO: Combine with TakeAmmo
|
||||
@@ -48,5 +54,6 @@ public sealed partial class GunSystem
|
||||
|
||||
var cycledEvent = new GunCycledEvent();
|
||||
RaiseLocalEvent(uid, ref cycledEvent);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user