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* Make every EntitySystem partial * Oobs thats for a diff PR * Also oops on that one * Test systems * git are we fr * Update file templates * cleanup empty classes while we are here * forgor --------- Co-authored-by: AJCM-git <ajcm_mail@disroot.org>
22 lines
834 B
C#
22 lines
834 B
C#
using System.Numerics;
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using Content.Shared.Botany;
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using Content.Client.Botany.Components;
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using Robust.Client.GameObjects;
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namespace Content.Client.Botany;
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public sealed partial class PotencyVisualsSystem : VisualizerSystem<PotencyVisualsComponent>
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{
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protected override void OnAppearanceChange(EntityUid uid, PotencyVisualsComponent component, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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if (AppearanceSystem.TryGetData<float>(uid, ProduceVisuals.Potency, out var potency, args.Component))
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{
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var potencyRatio = Math.Clamp(potency / 100f, 0f, 1f);
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var scale = MathHelper.Lerp(component.MinimumScale, component.MaximumScale, potencyRatio);
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SpriteSystem.SetScale((uid, args.Sprite), new Vector2(scale, scale));
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}
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}
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}
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