* simple storeship arriving * pupu * ship cycling * buy positions prototypes * i hate UI * PriceControl * second tab ui * baloon! pallets! * update shop in town * setup billboard timer * split to sell and buy categories * renaming gaming * actually selling * fix infinity selling * improve timer * move description too rigt part UI * bar selling * iron cabinet * purge currency categories * remove town balance, add money box * special proposal, FTLImmune anchor * fix UI * remove tests buying * Update CP14StoreWindow.xaml.cs * currency converter * currency clean up * Update CP14CargoSystem.cs * clean up part 2 * rider petpet * coins audio * coin improvment * Update coins.yml * translate * more coins roundstart * Update wallet.yml * Update wallet.yml * generate coin problem fix * refactor proto reading * fixes * huh * shuttle logshit fix, add to tavern map * Update CP14StationTravelingStoreShipTargetComponent.cs
47 lines
1.3 KiB
C#
47 lines
1.3 KiB
C#
using Robust.Client.AutoGenerated;
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using Robust.Client.GameObjects;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Client._CP14.TravelingStoreShip;
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[GenerateTypedNameReferences]
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public sealed partial class CP14PriceControl : Control
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{
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[Dependency] private readonly IEntityManager _entity = default!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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private readonly SpriteSystem _sprite;
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public CP14PriceControl(int price)
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{
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RobustXamlLoader.Load(this);
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IoCManager.InjectDependencies(this);
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_sprite = _entity.System<SpriteSystem>();
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var rsiPath = new ResPath("_CP14/Interface/Misc/coins.rsi");
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var total = price;
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var gp = total / 100;
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total %= 100;
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var sp = total / 10;
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total %= 10;
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var cp = total;
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CopperView.Texture = _sprite.Frame0(new SpriteSpecifier.Rsi(rsiPath, "c"));
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CopperText.Text = cp.ToString();
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SilverView.Texture = _sprite.Frame0(new SpriteSpecifier.Rsi(rsiPath, "s"));
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SilverText.Text = sp.ToString();
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GoldView.Texture = _sprite.Frame0(new SpriteSpecifier.Rsi(rsiPath, "g"));
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GoldText.Text = gp.ToString();
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}
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}
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