Refactor magvisualizer (#8568)
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@@ -0,0 +1,33 @@
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using Content.Client.Weapons.Ranged.Systems;
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namespace Content.Client.Weapons.Ranged.Components;
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/// <summary>
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/// Visualizer for gun mag presence; can change states based on ammo count or toggle visibility entirely.
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/// </summary>
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[RegisterComponent, Friend(typeof(GunSystem))]
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public sealed class MagazineVisualsComponent : Component
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{
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/// <summary>
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/// What RsiState we use.
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/// </summary>
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[DataField("magState")] public string? MagState;
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/// <summary>
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/// How many steps there are
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/// </summary>
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[DataField("steps")] public int MagSteps;
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/// <summary>
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/// Should we hide when the count is 0
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/// </summary>
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[DataField("zeroVisible")] public bool ZeroVisible;
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}
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public enum GunVisualLayers : byte
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{
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Base,
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BaseUnshaded,
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Mag,
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MagUnshaded,
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}
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@@ -1,62 +1,61 @@
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using Content.Client.Weapons.Ranged.Components;
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using Content.Shared.Rounding;
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using Content.Shared.Weapons.Ranged.Systems;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using SharedGunSystem = Content.Shared.Weapons.Ranged.Systems.SharedGunSystem;
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namespace Content.Client.Weapons.Ranged.Components;
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namespace Content.Client.Weapons.Ranged.Systems;
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[UsedImplicitly]
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public sealed class MagVisualizer : AppearanceVisualizer
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public sealed partial class GunSystem
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{
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[DataField("magState")] private string? _magState;
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[DataField("steps")] private int _magSteps;
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[DataField("zeroVisible")] private bool _zeroVisible;
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public override void InitializeEntity(EntityUid entity)
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private void InitializeMagazineVisuals()
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{
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base.InitializeEntity(entity);
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var sprite = IoCManager.Resolve<IEntityManager>().GetComponent<ISpriteComponent>(entity);
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SubscribeLocalEvent<MagazineVisualsComponent, ComponentInit>(OnMagazineVisualsInit);
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SubscribeLocalEvent<MagazineVisualsComponent, AppearanceChangeEvent>(OnMagazineVisualsChange);
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}
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private void OnMagazineVisualsInit(EntityUid uid, MagazineVisualsComponent component, ComponentInit args)
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{
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if (!TryComp<SpriteComponent>(uid, out var sprite)) return;
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if (sprite.LayerMapTryGet(GunVisualLayers.Mag, out _))
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{
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sprite.LayerSetState(GunVisualLayers.Mag, $"{_magState}-{_magSteps - 1}");
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sprite.LayerSetState(GunVisualLayers.Mag, $"{component.MagState}-{component.MagSteps - 1}");
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sprite.LayerSetVisible(GunVisualLayers.Mag, false);
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}
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if (sprite.LayerMapTryGet(GunVisualLayers.MagUnshaded, out _))
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{
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sprite.LayerSetState(GunVisualLayers.MagUnshaded, $"{_magState}-unshaded-{_magSteps - 1}");
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sprite.LayerSetState(GunVisualLayers.MagUnshaded, $"{component.MagState}-unshaded-{component.MagSteps - 1}");
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sprite.LayerSetVisible(GunVisualLayers.MagUnshaded, false);
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}
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}
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public override void OnChangeData(AppearanceComponent component)
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private void OnMagazineVisualsChange(EntityUid uid, MagazineVisualsComponent component, ref AppearanceChangeEvent args)
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{
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base.OnChangeData(component);
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// tl;dr
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// 1.If no mag then hide it OR
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// 2. If step 0 isn't visible then hide it (mag or unshaded)
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// 3. Otherwise just do mag / unshaded as is
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var sprite = IoCManager.Resolve<IEntityManager>().GetComponent<ISpriteComponent>(component.Owner);
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var sprite = args.Sprite;
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if (!component.TryGetData(AmmoVisuals.MagLoaded, out bool magloaded) ||
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magloaded)
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if (sprite == null) return;
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if (!args.AppearanceData.TryGetValue(AmmoVisuals.MagLoaded, out var magloaded) ||
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magloaded is true)
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{
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if (!component.TryGetData(AmmoVisuals.AmmoMax, out int capacity))
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if (!args.AppearanceData.TryGetValue(AmmoVisuals.AmmoMax, out var capacity))
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{
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capacity = _magSteps;
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capacity = component.MagSteps;
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}
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if (!component.TryGetData(AmmoVisuals.AmmoCount, out int current))
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if (!args.AppearanceData.TryGetValue(AmmoVisuals.AmmoCount, out var current))
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{
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current = _magSteps;
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current = component.MagSteps;
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}
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var step = ContentHelpers.RoundToLevels(current, capacity, _magSteps);
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var step = ContentHelpers.RoundToLevels((int) current, (int) capacity, component.MagSteps);
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if (step == 0 && !_zeroVisible)
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if (step == 0 && !component.ZeroVisible)
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{
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if (sprite.LayerMapTryGet(GunVisualLayers.Mag, out _))
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{
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@@ -74,13 +73,13 @@ public sealed class MagVisualizer : AppearanceVisualizer
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if (sprite.LayerMapTryGet(GunVisualLayers.Mag, out _))
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{
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sprite.LayerSetVisible(GunVisualLayers.Mag, true);
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sprite.LayerSetState(GunVisualLayers.Mag, $"{_magState}-{step}");
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sprite.LayerSetState(GunVisualLayers.Mag, $"{component.MagState}-{step}");
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}
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if (sprite.LayerMapTryGet(GunVisualLayers.MagUnshaded, out _))
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{
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sprite.LayerSetVisible(GunVisualLayers.MagUnshaded, true);
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sprite.LayerSetState(GunVisualLayers.MagUnshaded, $"{_magState}-unshaded-{step}");
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sprite.LayerSetState(GunVisualLayers.MagUnshaded, $"{component.MagState}-unshaded-{step}");
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}
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}
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else
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@@ -97,11 +96,3 @@ public sealed class MagVisualizer : AppearanceVisualizer
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}
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}
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}
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public enum GunVisualLayers : byte
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{
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Base,
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BaseUnshaded,
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Mag,
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MagUnshaded,
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}
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@@ -65,6 +65,7 @@ public sealed partial class GunSystem : SharedGunSystem
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// Plays animated effects on the client.
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SubscribeNetworkEvent<HitscanEvent>(OnHitscan);
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InitializeMagazineVisuals();
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InitializeSpentAmmo();
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}
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