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# Description Adds the watches, smuggler satchel, and rings from wizden. If I fucked anything up, tell me and I'll do my best to fix it, IF I CAN. I'll probably need some help. Yell at me really loudly if I managed to delete the entire repo or something --- # TODO - [x] Smuggler satchel - [x] Watches - [x] Rings --- https://github.com/user-attachments/assets/7d1e06a7-a049-4d74-9f7e-2b8f04d1e5d1 --- # Changelog 🆑 - add: Ported Smuggler Satchels from Wizden - add: Ported watches (both normal and gold) from Wizden - Ported rings from Wizden --------- Signed-off-by: bruhmogus <104110869+bruhmogus@users.noreply.github.com> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Signed-off-by: Timfa <timfalken@hotmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Timfa <timfalken@hotmail.com> (cherry picked from commit 667013f9f82b3b291641b5501421653d7f79ddbd)
27 lines
927 B
C#
27 lines
927 B
C#
using Content.Shared.Clock;
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using Robust.Client.GameObjects;
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namespace Content.Client.Clock;
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public sealed class ClockSystem : SharedClockSystem
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{
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<ClockComponent, SpriteComponent>();
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while (query.MoveNext(out var uid, out var comp, out var sprite))
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{
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if (!sprite.LayerMapTryGet(ClockVisualLayers.HourHand, out var hourLayer) ||
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!sprite.LayerMapTryGet(ClockVisualLayers.MinuteHand, out var minuteLayer))
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continue;
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var time = GetClockTime((uid, comp));
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var hourState = $"{comp.HoursBase}{time.Hours % 12}";
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var minuteState = $"{comp.MinutesBase}{time.Minutes / 5}";
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sprite.LayerSetState(hourLayer, hourState);
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sprite.LayerSetState(minuteLayer, minuteState);
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}
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}
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}
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