Station Anchor (#26098)

* Work on abstracting out chargeup functionality/ui from grav gen

* Work on station anchor

* Finish implementing station anchors

* uhh yeah

* ok.

* fix tests

* whoops

* Get the last extraneous yaml fail

* PJB review

* beast mode... ACTIVATE!

---------

Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
This commit is contained in:
Julian Giebel
2024-08-31 16:40:28 +02:00
committed by GitHub
parent 8dbaca33e6
commit 417d3a87a2
30 changed files with 944 additions and 541 deletions

View File

@@ -1,4 +1,5 @@
using Content.Shared.Gravity;
using Content.Shared.Power;
using Robust.Client.GameObjects;
namespace Content.Client.Gravity;
@@ -21,7 +22,7 @@ public sealed partial class GravitySystem : SharedGravitySystem
if (args.Sprite == null)
return;
if (_appearanceSystem.TryGetData<GravityGeneratorStatus>(uid, GravityGeneratorVisuals.State, out var state, args.Component))
if (_appearanceSystem.TryGetData<PowerChargeStatus>(uid, PowerChargeVisuals.State, out var state, args.Component))
{
if (comp.SpriteMap.TryGetValue(state, out var spriteState))
{
@@ -30,7 +31,7 @@ public sealed partial class GravitySystem : SharedGravitySystem
}
}
if (_appearanceSystem.TryGetData<float>(uid, GravityGeneratorVisuals.Charge, out var charge, args.Component))
if (_appearanceSystem.TryGetData<float>(uid, PowerChargeVisuals.Charge, out var charge, args.Component))
{
var layer = args.Sprite.LayerMapGet(GravityGeneratorVisualLayers.Core);
switch (charge)