Another Merchant gameplay attempt (#1308)

* setup UI

* setup debug data

* graph control setup

* reputation trade component

* unlocking logic

* smoe real reputation costing

* remove sponsors part, add trading specific UI nodes

* port to default pricing system

* buy cooldown

* fuck off trading cabinets

* real good cooldown UI

* Cool unlock sound

* reputation earning

* cool purchare sound

* coin & sprite work

* delete old guidebooks

* cool purcharing VFX

* better ui

* victoria gardens

* Update migration.yml

* Update migration.yml

* cooldown removed

* contracts

* Update migration.yml

* remove CP14Material

* materials appraise

* food appraise

* auto economy pricing system

* alchemy reagents appraise

* coins resprite

* alchemy appraise 2

* modular weapon appraise

* selling platform

* Update PricingSystem.cs

* Update CP14TradingPlatformSystem.cs

* merchants returns + map update

* Update CP14StationEconomySystem.Price.cs
This commit is contained in:
Red
2025-05-29 00:22:47 +03:00
committed by GitHub
parent 0551caf98f
commit cde388f5dd
250 changed files with 3715 additions and 4830 deletions

View File

@@ -112,6 +112,24 @@ public abstract class SharedCP14MagicEnergySystem : EntitySystem
UpdateMagicAlert((ent, ent.Comp));
}
/// <summary>
/// Set energy to 0
/// </summary>
public void ClearEnergy(Entity<CP14MagicEnergyContainerComponent?> ent)
{
if (!Resolve(ent, ref ent.Comp, false))
return;
var oldEnergy = ent.Comp.Energy;
ent.Comp.Energy = 0;
if (oldEnergy != 0)
RaiseLocalEvent(ent, new CP14MagicEnergyLevelChangeEvent(oldEnergy, 0, ent.Comp.MaxEnergy));
UpdateMagicAlert((ent, ent.Comp));
}
public void TransferEnergy(Entity<CP14MagicEnergyContainerComponent?> sender,
Entity<CP14MagicEnergyContainerComponent?> receiver,
FixedPoint2 energy,