forked from space-wizards/space-station-14
/
BallisticMagazineWeaponVisualizer2D.cs
52 lines (45 loc) · 1.71 KB
/
BallisticMagazineWeaponVisualizer2D.cs
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using System;
using Content.Shared.GameObjects.Components.Weapons.Ranged;
using Content.Shared.Utility;
using Robust.Client.GameObjects;
using Robust.Client.Interfaces.GameObjects.Components;
using Robust.Shared.Log;
using Robust.Shared.Utility;
using YamlDotNet.RepresentationModel;
namespace Content.Client.GameObjects.Components.Weapons.Ranged
{
public sealed class BallisticMagazineWeaponVisualizer2D : AppearanceVisualizer
{
private string _baseState;
private int _steps;
public override void LoadData(YamlMappingNode node)
{
base.LoadData(node);
_baseState = node.GetNode("base_state").AsString();
_steps = node.GetNode("steps").AsInt();
}
public override void OnChangeData(AppearanceComponent component)
{
var sprite = component.Owner.GetComponent<ISpriteComponent>();
component.TryGetData(BallisticMagazineWeaponVisuals.MagazineLoaded, out bool loaded);
if (loaded)
{
if (!component.TryGetData(BallisticMagazineWeaponVisuals.AmmoCapacity, out int capacity))
{
return;
}
if (!component.TryGetData(BallisticMagazineWeaponVisuals.AmmoLeft, out int current))
{
return;
}
// capacity is - 1 as normally a bullet is chambered so max state is virtually never hit.
var step = ContentHelpers.RoundToLevels(current, capacity - 1, _steps);
sprite.LayerSetState(0, $"{_baseState}-{step}");
}
else
{
sprite.LayerSetState(0, _baseState);
}
}
}
}