Files
OldThink/Content.Client/_White/Cult/Concealable/ConcealableVisualizer.cs
Aviu00 74ef19d6a6 Cult update (#220)
* - tweak: Cult door not bump openable.

* - tweak: Better summoning and Narsie

* - tweak: Construct update.

* - tweak: Eldrich blade fits in suit storage.

* - tweak: More spell limit.

* - fix: Fix pylon desc.

* - tweak: Teleport works on cuffed targets.

* - tweak: More popups if target is holy.

* - fix: No rune drawing using fingers.

* - tweak: Better pylon placement & less pylon healing range.

* - tweak: More blood rites charge.

* - fix: Fix max spell amount.

* - tweak: Less cult door and wall health.

* - fix: Constructs are dead IC.

* - add: Revive rune now notifies player.

* - add: Narsie summon rune eui.

* - fix: Fix narsie summon sound not playing for reapers.

* - tweak: Whatever.

* - add: Conceal presence spell.

* - tweak: Tweakz.

* - add: Blood spear.

* - add: Blood boil barrage.

* - tweak: Artificer flies.

* - tweak: Blood bolt color tweaks.

* - tweak: Runic door is bump openable again.

* - fix: Fix concealed door outline.

* - add: Update concealable name and desc.

* - tweak: Remove the unremoveable.

* - tweak: Gift ignore.

* - add: Organs regenerate on rejuvenate.

* - tweak: Brainless cultist is fine.

* - add: Added more fun.

* - add: Add rune descriptions.

* - fix: Fixes.

* - tweak: Blood rites now uses verb.

* - tweak: Bring it back.
2024-03-22 08:23:33 +00:00

68 lines
2.0 KiB
C#

using System.Linq;
using Content.Client.IconSmoothing;
using Content.Client.Interactable.Components;
using Content.Shared._White.Cult.Components;
using Robust.Client.GameObjects;
namespace Content.Client._White.Cult.Concealable;
public sealed class ConcealableVisualizer : VisualizerSystem<ConcealableComponent>
{
[Dependency] private readonly IconSmoothSystem _smooth = default!;
protected override void OnAppearanceChange(EntityUid uid, ConcealableComponent component, ref AppearanceChangeEvent args)
{
base.OnAppearanceChange(uid, component, ref args);
if (args.Sprite == null)
return;
if (!AppearanceSystem.TryGetData<bool>(uid, ConcealableAppearance.Concealed, out var concealed, args.Component))
return;
if (component.IconSmooth)
_smooth.SetEnabled(uid, concealed);
if (component.InteractionOutline)
{
if (concealed)
{
if (TryComp(uid, out InteractionOutlineComponent? outline))
{
outline.OnMouseLeave(uid);
RemComp<InteractionOutlineComponent>(uid);
}
}
else
EnsureComp<InteractionOutlineComponent>(uid);
}
if (concealed)
{
if (component.ConcealedSprite != null)
{
for (var i = 0; i < args.Sprite.AllLayers.Count(); i++)
{
args.Sprite.LayerSetRSI(i, component.ConcealedSprite.Value);
}
return;
}
args.Sprite.Color = args.Sprite.Color.WithAlpha(0f);
}
else
{
if (component.RevealedSprite != null)
{
for (var i = 0; i < args.Sprite.AllLayers.Count(); i++)
{
args.Sprite.LayerSetRSI(i, component.RevealedSprite.Value);
}
return;
}
args.Sprite.Color = args.Sprite.Color.WithAlpha(1f);
}
}
}