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7 changes: 7 additions & 0 deletions
7
Content.Client/Nyanotrasen/Item/PseudoItem/PseudoItemSystem.cs
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using Content.Shared.Nyanotrasen.Item.PseudoItem; | ||
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namespace Content.Client.Nyanotrasen.Item.PseudoItem; | ||
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public sealed class PseudoItemSystem : SharedPseudoItemSystem | ||
{ | ||
} |
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using System.Linq; | ||
using Content.Shared._EstacaoPirata.Cards.Card; | ||
using Robust.Client.GameObjects; | ||
using Robust.Shared.Utility; | ||
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namespace Content.Client._EstacaoPirata.Cards.Card; | ||
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/// <summary> | ||
/// This handles... | ||
/// </summary> | ||
public sealed class CardSystem : EntitySystem | ||
{ | ||
[Dependency] private readonly SpriteSystem _spriteSystem = default!; | ||
/// <inheritdoc/> | ||
public override void Initialize() | ||
{ | ||
SubscribeLocalEvent<CardComponent, ComponentStartup>(OnComponentStartupEvent); | ||
SubscribeNetworkEvent<CardFlipUpdatedEvent>(OnFlip); | ||
} | ||
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private void OnComponentStartupEvent(EntityUid uid, CardComponent comp, ComponentStartup args) | ||
{ | ||
if (!TryComp(uid, out SpriteComponent? spriteComponent)) | ||
return; | ||
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for (var i = 0; i < spriteComponent.AllLayers.Count(); i++) | ||
{ | ||
//Log.Debug($"Layer {i}"); | ||
if (!spriteComponent.TryGetLayer(i, out var layer) || layer.State.Name == null) | ||
continue; | ||
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var rsi = layer.RSI ?? spriteComponent.BaseRSI; | ||
if (rsi == null) | ||
continue; | ||
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//Log.Debug("FOI"); | ||
comp.FrontSprite.Add(new SpriteSpecifier.Rsi(rsi.Path, layer.State.Name)); | ||
} | ||
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comp.BackSprite ??= comp.FrontSprite; | ||
Dirty(uid, comp); | ||
UpdateSprite(uid, comp); | ||
} | ||
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private void OnFlip(CardFlipUpdatedEvent args) | ||
{ | ||
if (!TryComp(GetEntity(args.Card), out CardComponent? comp)) | ||
return; | ||
UpdateSprite(GetEntity(args.Card), comp); | ||
} | ||
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private void UpdateSprite(EntityUid uid, CardComponent comp) | ||
{ | ||
var newSprite = comp.Flipped ? comp.BackSprite : comp.FrontSprite; | ||
if (newSprite == null) | ||
return; | ||
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if (!TryComp(uid, out SpriteComponent? spriteComponent)) | ||
return; | ||
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var layerCount = newSprite.Count(); | ||
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//inserts Missing Layers | ||
if (spriteComponent.AllLayers.Count() < layerCount) | ||
{ | ||
for (var i = spriteComponent.AllLayers.Count(); i < layerCount; i++) | ||
{ | ||
spriteComponent.AddBlankLayer(i); | ||
} | ||
} | ||
//Removes extra layers | ||
else if (spriteComponent.AllLayers.Count() > layerCount) | ||
{ | ||
for (var i = spriteComponent.AllLayers.Count() - 1; i >= layerCount; i--) | ||
{ | ||
spriteComponent.RemoveLayer(i); | ||
} | ||
} | ||
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for (var i = 0; i < newSprite.Count(); i++) | ||
{ | ||
var layer = newSprite[i]; | ||
spriteComponent.LayerSetSprite(i, layer); | ||
} | ||
} | ||
} |
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using System.Linq; | ||
using Content.Shared._EstacaoPirata.Cards.Stack; | ||
using Robust.Client.GameObjects; | ||
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namespace Content.Client._EstacaoPirata.Cards; | ||
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/// <summary> | ||
/// This handles... | ||
/// </summary> | ||
public sealed class CardSpriteSystem : EntitySystem | ||
{ | ||
/// <inheritdoc/> | ||
public override void Initialize() | ||
{ | ||
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} | ||
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public bool TryAdjustLayerQuantity(Entity<SpriteComponent, CardStackComponent> uid, int? cardLimit = null) | ||
{ | ||
var sprite = uid.Comp1; | ||
var stack = uid.Comp2; | ||
var cardCount = cardLimit == null ? stack.Cards.Count : Math.Min(stack.Cards.Count, cardLimit.Value); | ||
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var layerCount = 0; | ||
//Gets the quantity of layers | ||
foreach (var card in stack.Cards.TakeLast(cardCount)) | ||
{ | ||
if (!TryComp(card, out SpriteComponent? cardSprite)) | ||
return false; | ||
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layerCount += cardSprite.AllLayers.Count(); | ||
} | ||
//inserts Missing Layers | ||
if (sprite.AllLayers.Count() < layerCount) | ||
{ | ||
for (var i = sprite.AllLayers.Count(); i < layerCount; i++) | ||
{ | ||
sprite.AddBlankLayer(i); | ||
} | ||
} | ||
//Removes extra layers | ||
else if (sprite.AllLayers.Count() > layerCount) | ||
{ | ||
for (var i = sprite.AllLayers.Count() - 1; i >= layerCount; i--) | ||
{ | ||
sprite.RemoveLayer(i); | ||
} | ||
} | ||
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return true; | ||
} | ||
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public bool TryHandleLayerConfiguration(Entity<SpriteComponent, CardStackComponent> uid, int cardCount, Func<Entity<SpriteComponent>, int, int, bool> layerFunc) | ||
{ | ||
var sprite = uid.Comp1; | ||
var stack = uid.Comp2; | ||
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// int = index of what card it is from | ||
List<(int, ISpriteLayer)> layers = []; | ||
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var i = 0; | ||
foreach (var card in stack.Cards.TakeLast(cardCount)) | ||
{ | ||
if (!TryComp(card, out SpriteComponent? cardSprite)) | ||
return false; | ||
layers.AddRange(cardSprite.AllLayers.Select(layer => (i, layer))); | ||
i++; | ||
} | ||
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var j = 0; | ||
foreach (var obj in layers) | ||
{ | ||
var (cardIndex, layer) = obj; | ||
sprite.LayerSetVisible(j, true); | ||
sprite.LayerSetTexture(j, layer.Texture); | ||
sprite.LayerSetState(j, layer.RsiState.Name); | ||
layerFunc.Invoke((uid, sprite), cardIndex, j); | ||
j++; | ||
} | ||
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return true; | ||
} | ||
} |
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