Adds the antimatter engine (#1905)
* adds antimatter engine * fixes some nullables * fixes ALL OF THE NULLABLES * adds explosions * adds fancy lighting * requested changes + license info Co-authored-by: ancientpower <ancientpowerer@gmail.com>
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@@ -0,0 +1,63 @@
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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 System;
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using System.Collections.Generic;
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using System.Text;
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using static Content.Shared.GameObjects.Components.Power.AME.SharedAMEShieldComponent;
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namespace Content.Client.GameObjects.Components.Power.AME
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{
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public class AMEVisualizer : AppearanceVisualizer
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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.Core, sprite.AddLayerState("core"));
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sprite.LayerSetVisible(Layers.Core, false);
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sprite.LayerMapSet(Layers.CoreState, sprite.AddLayerState("core_weak"));
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sprite.LayerSetVisible(Layers.CoreState, false);
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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<string>(AMEShieldVisuals.Core, out var core))
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{
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if (core == "isCore")
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{
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sprite.LayerSetState(Layers.Core, "core");
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sprite.LayerSetVisible(Layers.Core, true);
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}
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else
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{
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sprite.LayerSetVisible(Layers.Core, false);
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}
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}
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if (component.TryGetData<string>(AMEShieldVisuals.CoreState, out var coreState))
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switch (coreState)
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{
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case "weak":
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sprite.LayerSetState(Layers.CoreState, "core_weak");
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sprite.LayerSetVisible(Layers.CoreState, true);
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break;
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case "strong":
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sprite.LayerSetState(Layers.CoreState, "core_strong");
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sprite.LayerSetVisible(Layers.CoreState, true);
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break;
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case "off":
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sprite.LayerSetVisible(Layers.CoreState, false);
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break;
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}
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}
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}
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enum Layers
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{
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Core,
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CoreState,
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}
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}
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