CatStation/Content.Client/Weapons/Ranged/Systems/GunSystem.MagazineVisuals.cs
Whatstone d9ffbf1d03
Cleanup: AppearanceSystem.TryGetData to AppearanceChangeEvent.TryGetData (#45373)
* First impl. of appearance TryGetData cleanup

* Handful of fixes

* DamageVisuals: fix HandleDamage call, inheritdoc

* bunch of unused AppearanceSystem instances

* Handful more unused appearance systems, inheritdoc

* JetpackSystem: Ent<T>

* cleanup roundup, more Ent<T>

* a few lingering AppearanceSystem.TryGetData calls

* more lingering AppearanceData access

* Remove unnecessary inheritdoc

* once again, with feeling
2026-10-05 00:45:37 +00:00

94 lines
3.8 KiB
C#

using Content.Client.Weapons.Ranged.Components;
using Content.Shared.Rounding;
using Content.Shared.Weapons.Ranged.Systems;
using Robust.Client.GameObjects;
namespace Content.Client.Weapons.Ranged.Systems;
public sealed partial class GunSystem
{
private void InitializeMagazineVisuals()
{
SubscribeLocalEvent<MagazineVisualsComponent, ComponentInit>(OnMagazineVisualsInit);
SubscribeLocalEvent<MagazineVisualsComponent, AppearanceChangeEvent>(OnMagazineVisualsChange);
}
private void OnMagazineVisualsInit(Entity<MagazineVisualsComponent> ent, ref ComponentInit args)
{
if (!TryComp<SpriteComponent>(ent, out var sprite)) return;
if (_sprite.LayerMapTryGet((ent, sprite), GunVisualLayers.Mag, out _, false))
{
_sprite.LayerSetRsiState((ent, sprite), GunVisualLayers.Mag, $"{ent.Comp.MagState}-{ent.Comp.MagSteps - 1}");
_sprite.LayerSetVisible((ent, sprite), GunVisualLayers.Mag, false);
}
if (_sprite.LayerMapTryGet((ent, sprite), GunVisualLayers.MagUnshaded, out _, false))
{
_sprite.LayerSetRsiState((ent, sprite), GunVisualLayers.MagUnshaded, $"{ent.Comp.MagState}-unshaded-{ent.Comp.MagSteps - 1}");
_sprite.LayerSetVisible((ent, sprite), GunVisualLayers.MagUnshaded, false);
}
}
private void OnMagazineVisualsChange(Entity<MagazineVisualsComponent> ent, ref AppearanceChangeEvent args)
{
// tl;dr
// 1.If no mag then hide it OR
// 2. If step 0 isn't visible then hide it (mag or unshaded)
// 3. Otherwise just do mag / unshaded as is
var sprite = args.Sprite;
if (sprite == null) return;
if (!args.TryGetData<bool>(AmmoVisuals.MagLoaded, out var magloaded) ||
magloaded is true)
{
if (!args.TryGetData<int>(AmmoVisuals.AmmoMax, out var capacity))
capacity = ent.Comp.MagSteps;
if (!args.TryGetData<int>(AmmoVisuals.AmmoCount, out var current))
current = ent.Comp.MagSteps;
var step = ContentHelpers.RoundToLevels((int)current, (int)capacity, ent.Comp.MagSteps);
if (step == 0 && !ent.Comp.ZeroVisible)
{
if (_sprite.LayerMapTryGet((ent, sprite), GunVisualLayers.Mag, out var magLayer, false))
{
_sprite.LayerSetVisible((ent, sprite), magLayer, false);
}
if (_sprite.LayerMapTryGet((ent, sprite), GunVisualLayers.MagUnshaded, out var magUnshadedLayer, false))
{
_sprite.LayerSetVisible((ent, sprite), magUnshadedLayer, false);
}
}
else
{
if (_sprite.LayerMapTryGet((ent, sprite), GunVisualLayers.Mag, out var magLayer, false))
{
_sprite.LayerSetVisible((ent, sprite), magLayer, true);
_sprite.LayerSetRsiState((ent, sprite), magLayer, $"{ent.Comp.MagState}-{step}");
}
if (_sprite.LayerMapTryGet((ent, sprite), GunVisualLayers.MagUnshaded, out var magUnshadedLayer, false))
{
_sprite.LayerSetVisible((ent, sprite), magUnshadedLayer, true);
_sprite.LayerSetRsiState((ent, sprite), magUnshadedLayer, $"{ent.Comp.MagState}-unshaded-{step}");
}
}
}
else
{
if (_sprite.LayerMapTryGet((ent, sprite), GunVisualLayers.Mag, out var magLayer, false))
{
_sprite.LayerSetVisible((ent, sprite), magLayer, false);
}
if (_sprite.LayerMapTryGet((ent, sprite), GunVisualLayers.MagUnshaded, out var magUnshadedLayer, false))
{
_sprite.LayerSetVisible((ent, sprite), magUnshadedLayer, false);
}
}
}
}