* add new module slot * update priority * sprites + changes in system * sprites on SMGs + fix examine * sprite fix
45 lines
1.9 KiB
C#
45 lines
1.9 KiB
C#
using Content.Client.Weapons.Ranged.Components;
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using Content.Shared._White.WeaponModules;
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using Content.Shared.Rounding;
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Client.GameObjects;
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namespace Content.Client._White.WeaponsModules;
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public sealed partial class WeaponModulesVisuals : VisualizerSystem<WeaponModulesComponent>
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{
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[Dependency] private readonly PointLightSystem _lightSystem = default!;
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protected override void OnAppearanceChange(EntityUid uid, WeaponModulesComponent component, ref AppearanceChangeEvent args)
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{
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base.OnAppearanceChange(uid, component, ref args);
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if(args.Sprite == null)
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return;
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args.Sprite.LayerSetVisible(ModuleVisualState.HandGuardModule, false);
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args.Sprite.LayerSetVisible(ModuleVisualState.BarrelModule, false);
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if (AppearanceSystem.TryGetData<string>(uid, ModuleVisualState.HandGuardModule, out var handguardModule, args.Component) && handguardModule.Length != 0 && handguardModule != "none")
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{
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args.Sprite.LayerSetState(ModuleVisualState.HandGuardModule, handguardModule);
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args.Sprite.LayerSetVisible(ModuleVisualState.HandGuardModule, true);
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}
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if (AppearanceSystem.TryGetData<string>(uid, ModuleVisualState.BarrelModule, out var barrelModule, args.Component) && barrelModule.Length != 0 && barrelModule != "none")
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{
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args.Sprite.LayerSetState(ModuleVisualState.BarrelModule, barrelModule);
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args.Sprite.LayerSetVisible(ModuleVisualState.BarrelModule, true);
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}
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if (AppearanceSystem.TryGetData(uid, Modules.Light, out var data, args.Component))
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{
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if (TryComp<PointLightComponent>(uid, out var pointLightComponent))
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{
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if(!pointLightComponent.Enabled)
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return;
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_lightSystem.SetMask("/Textures/White/Effects/LightMasks/lightModule.png", pointLightComponent!);
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}
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}
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}
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}
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