fish-station/Content.Client/Mech/MechSystem.cs
Rinary b6920aec99
Рефактор мехов, правки в системе медицины (#507)
* mech system, fix hands, fix fraction

* fix

* fix fake hypo

* fix triple airlocks big sizing

* fix

* upd clown hulk

* xd fix 2

* bigger exit delay

* mechs reflect changes

* guns changes

* draike up

* mechs in another category

* add equipment

* Revert "upd clown hulk"

This reverts commit b8084967040be5d442b2d4770cf7fdece1daa2a8.

* SPIN MY MECH ASS

* mech no rot

* some resprite

* no injections in hardsuits

* some species can not be injectable

* medipans can ignore armor, admeme hypospray ignore armor

* fix

* fix admeme hypo

* mob fraction fix

* rover + nt gygax add

* fix description

* fix id

* some better dome effects

* если пустая гильза в стволе -> Кнопки "казнь" не будет

* phazon added

* fix server crashes

* full rework mechs on mobstates, coils fix mechs, diagnostic hud show health bar for mechs, mechs fastest repair, add mech analyzer

* some fixes

* configure health of all mechs

* upd

* add rover to uplink

* translate bundle

* change price

* phazon construction

* fix

* fix

* Finish phazon construction

* add phazon research and recipes

* phazon construction translate

* fix

* Mech lights

* fix

* translate light action

* Mech sounds, fix damage

* fix

* fix hello sound

* upd

* fix linter

* change damagePercentage

* fix

* fix hello sound

* temp disable damage sounds

* fix battery needed on construct

* some changes

* add mech painting system as DEBUG(in dev)

* Fix yaml, durand paintings

* mech spray cans textures

* change sprite

* fix

* ripley, clarke new textures

* ripley,clarke paints

* fix

* sec pod texture

---------

Co-authored-by: Vigers Ray <60344369+VigersRay@users.noreply.github.com>
2024-10-30 10:53:00 +03:00

66 lines
2 KiB
C#

using Content.Shared.Mech;
using Content.Shared.Mech.Components;
using Content.Shared.Mech.EntitySystems;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
namespace Content.Client.Mech;
/// <inheritdoc/>
public sealed class MechSystem : SharedMechSystem
{
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
/// <inheritdoc/>
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MechComponent, AppearanceChangeEvent>(OnAppearanceChanged);
SubscribeLocalEvent<MechComponent, UpdateAppearanceEvent>(OnUpdateAppearanceEvent);
}
private void OnAppearanceChanged(EntityUid uid, MechComponent component, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
UpdateAppearance(uid, component, args.Sprite);
}
private void OnUpdateAppearanceEvent(EntityUid uid, MechComponent component, ref UpdateAppearanceEvent args)
{
if (!TryComp<SpriteComponent>(uid, out var sprite))
return;
UpdateAppearance(uid, component, sprite);
}
private void UpdateAppearance(EntityUid uid, MechComponent component, SpriteComponent sprite)
{
if (!sprite.TryGetLayer((int) MechVisualLayers.Base, out var layer))
return;
var state = component.BaseState;
var drawDepth = DrawDepth.Mobs;
if (component.BrokenState != null
&& _appearance.TryGetData<bool>(uid, MechVisuals.Broken, out var broken)
&& broken)
{
state = component.BrokenState;
drawDepth = DrawDepth.SmallMobs;
}
else if (component.OpenState != null
&& _appearance.TryGetData<bool>(uid, MechVisuals.Open, out var open)
&& open)
{
state = component.OpenState;
drawDepth = DrawDepth.SmallMobs;
}
layer.SetState(state);
sprite.DrawDepth = (int) drawDepth;
}
}