* 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
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.UserInterface;
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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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