* Prototype that's mostly borked rather than completely borked * ECS inserting mats * Partial ECS mostly done, needs cleanup and visualizer * Replace timers * Power visualizes at least * First ""working"" version * Clean up all lathes * Colors * Fix animation timing * Fixes greyscale, adds a bunch of colors * Give every (used) material a color * Made most lathes take long enough you can at least see there's some sort of animation * Insertion feedback popup * Sound for circuit printer and uniform printer * Fix queueing, optimize update * Remove mono crash * cleanup * Fix test failure * Techfab inserting sprite * Cleanup and commenting * Fix bug in CanProduce check * Fix UI resolves * Mirror review stuff
44 lines
1.9 KiB
C#
44 lines
1.9 KiB
C#
using Robust.Client.GameObjects;
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using Content.Shared.Lathe;
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using Content.Shared.Power;
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using Content.Client.Power;
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using Content.Client.Wires.Visualizers;
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using Content.Shared.Wires;
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namespace Content.Client.Lathe
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{
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public sealed class LatheSystem : VisualizerSystem<LatheVisualsComponent>
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{
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protected override void OnAppearanceChange(EntityUid uid, LatheVisualsComponent component, ref AppearanceChangeEvent args)
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{
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if (TryComp(uid, out SpriteComponent? sprite))
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{
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if (args.Component.TryGetData(PowerDeviceVisuals.Powered, out bool powered))
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sprite.LayerSetVisible(PowerDeviceVisualLayers.Powered, powered);
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if (args.Component.TryGetData(SharedWiresComponent.WiresVisuals.MaintenancePanelState, out bool panel))
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sprite.LayerSetVisible(WiresVisualizer.WiresVisualLayers.MaintenancePanel, panel);
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// Lathe specific stuff
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if (args.Component.TryGetData(LatheVisuals.IsRunning, out bool isRunning))
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{
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var state = isRunning ? component.RunningState : component.IdleState;
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sprite.LayerSetAnimationTime(LatheVisualLayers.IsRunning, 0f);
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sprite.LayerSetState(LatheVisualLayers.IsRunning, state);
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}
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if (args.Component.TryGetData(LatheVisuals.IsInserting, out bool isInserting))
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{
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if (args.Component.TryGetData(LatheVisuals.InsertingColor, out Color color))
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sprite.LayerSetColor(LatheVisualLayers.IsInserting, color);
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sprite.LayerSetAnimationTime(LatheVisualLayers.IsInserting, 0f);
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sprite.LayerSetVisible(LatheVisualLayers.IsInserting, isInserting);
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}
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}
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}
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}
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}
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public enum LatheVisualLayers : byte
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{
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IsRunning,
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IsInserting
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}
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