Всякое по мелочи (#148)
* fix: у мартышек снова отображается одежда * fix: с зеркалом снова можно взаимодействовать * tweak: шлюзы культа теперь работают как двери, а не шлюзы * remove: убрано отображение текущего патрона у револьверов * add: новые плитки для мапперов
This commit is contained in:
@@ -102,13 +102,8 @@ public sealed class ClientClothingSystem : ClothingSystem
|
||||
// if that returned nothing, attempt to find generic data
|
||||
if (layers == null && !item.ClothingVisuals.TryGetValue(args.Slot, out layers))
|
||||
{
|
||||
if (!TryComp(args.Equipee, out HumanoidAppearanceComponent? humanoid))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// No generic data either. Attempt to generate defaults from the item's RSI & item-prefixes
|
||||
if (!TryGetDefaultVisuals(uid, item, args.Slot, inventory.SpeciesId, humanoid, out layers))
|
||||
if (!TryGetDefaultVisuals(uid, item, args.Slot, inventory.SpeciesId, args.Equipee, out layers))
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -139,7 +134,7 @@ public sealed class ClientClothingSystem : ClothingSystem
|
||||
ClothingComponent clothing,
|
||||
string slot,
|
||||
string? speciesId,
|
||||
HumanoidAppearanceComponent humanoid,
|
||||
EntityUid? target,
|
||||
[NotNullWhen(true)] out List<PrototypeLayerData>? layers)
|
||||
{
|
||||
layers = null;
|
||||
@@ -166,10 +161,13 @@ public sealed class ClientClothingSystem : ClothingSystem
|
||||
state = $"{clothing.EquippedState}";
|
||||
|
||||
// body type specific
|
||||
var bodyTypeProto = _prototypeManager.Index<BodyTypePrototype>(humanoid.BodyType);
|
||||
if (rsi.TryGetState($"{state}-{bodyTypeProto.Name}", out _))
|
||||
if (TryComp(target, out HumanoidAppearanceComponent? humanoid))
|
||||
{
|
||||
state = $"{state}-{bodyTypeProto.Name}";
|
||||
var bodyTypeProto = _prototypeManager.Index<BodyTypePrototype>(humanoid.BodyType);
|
||||
if (rsi.TryGetState($"{state}-{bodyTypeProto.Name}", out _))
|
||||
{
|
||||
state = $"{state}-{bodyTypeProto.Name}";
|
||||
}
|
||||
}
|
||||
|
||||
// species specific
|
||||
@@ -389,4 +387,4 @@ public sealed class ClientClothingSystem : ClothingSystem
|
||||
|
||||
sprite.LayerSetVisible(layer, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -434,7 +434,7 @@ public sealed partial class GunSystem
|
||||
}));
|
||||
}
|
||||
|
||||
public void Update(int currentIndex, bool?[] bullets)
|
||||
public void Update(bool?[] bullets)
|
||||
{
|
||||
_bulletsList.RemoveAllChildren();
|
||||
var capacity = bullets.Length;
|
||||
@@ -456,10 +456,10 @@ public sealed partial class GunSystem
|
||||
var texture = StaticIoC.ResC.GetTexture(texturePath);
|
||||
var spentTexture = StaticIoC.ResC.GetTexture("/Textures/Interface/ItemStatus/Bullets/empty.png");
|
||||
|
||||
FillBulletRow(currentIndex, bullets, _bulletsList, texture, spentTexture);
|
||||
FillBulletRow(bullets, _bulletsList, texture, spentTexture);
|
||||
}
|
||||
|
||||
private void FillBulletRow(int currentIndex, bool?[] bullets, Control container, Texture texture, Texture emptyTexture)
|
||||
private void FillBulletRow(bool?[] bullets, Control container, Texture texture, Texture emptyTexture)
|
||||
{
|
||||
var capacity = bullets.Length;
|
||||
var colorA = Color.FromHex("#b68f0e");
|
||||
@@ -467,7 +467,6 @@ public sealed partial class GunSystem
|
||||
var colorSpentA = Color.FromHex("#b50e25");
|
||||
var colorSpentB = Color.FromHex("#d3745f");
|
||||
var colorGoneA = Color.FromHex("#000000");
|
||||
var colorGoneB = Color.FromHex("#222222");
|
||||
|
||||
var altColor = false;
|
||||
var scale = 1.3f;
|
||||
@@ -480,15 +479,6 @@ public sealed partial class GunSystem
|
||||
{
|
||||
MinSize = texture.Size * scale,
|
||||
};
|
||||
if (i == currentIndex)
|
||||
{
|
||||
box.AddChild(new TextureRect
|
||||
{
|
||||
Texture = texture,
|
||||
TextureScale = new Vector2(scale, scale),
|
||||
ModulateSelfOverride = Color.LimeGreen,
|
||||
});
|
||||
}
|
||||
Color color;
|
||||
Texture bulletTexture = texture;
|
||||
|
||||
@@ -506,7 +496,7 @@ public sealed partial class GunSystem
|
||||
}
|
||||
else
|
||||
{
|
||||
color = altColor ? colorGoneA : colorGoneB;
|
||||
color = colorGoneA;
|
||||
}
|
||||
|
||||
box.AddChild(new TextureRect
|
||||
|
||||
@@ -29,7 +29,7 @@ public sealed partial class GunSystem
|
||||
private void OnRevolverAmmoUpdate(EntityUid uid, RevolverAmmoProviderComponent component, UpdateAmmoCounterEvent args)
|
||||
{
|
||||
if (args.Control is not RevolverStatusControl control) return;
|
||||
control.Update(component.CurrentIndex, component.Chambers);
|
||||
control.Update(component.Chambers);
|
||||
}
|
||||
|
||||
private void OnRevolverCounter(EntityUid uid, RevolverAmmoProviderComponent component, AmmoCounterControlEvent args)
|
||||
|
||||
Reference in New Issue
Block a user