[Feat] Modules Update (#268)

* add new module slot

* update priority

* sprites + changes in system

* sprites on SMGs + fix examine

* sprite fix
This commit is contained in:
CaypenNow
2024-04-04 18:44:55 +05:00
committed by GitHub
parent 543bbe0c94
commit 4938553945
23 changed files with 275 additions and 74 deletions

View File

@@ -16,12 +16,19 @@ public sealed partial class WeaponModulesVisuals : VisualizerSystem<WeaponModule
if(args.Sprite == null)
return;
args.Sprite.LayerSetVisible(ModuleVisualState.Module, false);
args.Sprite.LayerSetVisible(ModuleVisualState.HandGuardModule, false);
args.Sprite.LayerSetVisible(ModuleVisualState.BarrelModule, false);
if (AppearanceSystem.TryGetData<string>(uid, ModuleVisualState.Module, out var module, args.Component) && module.Length != 0 && module != "none")
if (AppearanceSystem.TryGetData<string>(uid, ModuleVisualState.HandGuardModule, out var handguardModule, args.Component) && handguardModule.Length != 0 && handguardModule != "none")
{
args.Sprite.LayerSetState(ModuleVisualState.Module, module);
args.Sprite.LayerSetVisible(ModuleVisualState.Module, true);
args.Sprite.LayerSetState(ModuleVisualState.HandGuardModule, handguardModule);
args.Sprite.LayerSetVisible(ModuleVisualState.HandGuardModule, true);
}
if (AppearanceSystem.TryGetData<string>(uid, ModuleVisualState.BarrelModule, out var barrelModule, args.Component) && barrelModule.Length != 0 && barrelModule != "none")
{
args.Sprite.LayerSetState(ModuleVisualState.BarrelModule, barrelModule);
args.Sprite.LayerSetVisible(ModuleVisualState.BarrelModule, true);
}
if (AppearanceSystem.TryGetData(uid, Modules.Light, out var data, args.Component))