* Overwrite inherited Sprite layers to exclude the full-charge light.
* Include unshaded layer with visible set to false
suffix: Empty
parent: PowerCellSmall
components:
+ - type: Sprite
+ layers:
+ - map: [ "enum.PowerCellVisualLayers.Base" ]
+ state: small
+ - map: [ "enum.PowerCellVisualLayers.Unshaded" ]
+ state: o2
+ shader: unshaded
+ visible: false
- type: Battery
maxCharge: 360
startingCharge: 0
suffix: Empty
parent: PowerCellMedium
components:
+ - type: Sprite
+ layers:
+ - map: [ "enum.PowerCellVisualLayers.Base" ]
+ state: medium
+ - map: [ "enum.PowerCellVisualLayers.Unshaded" ]
+ state: o2
+ shader: unshaded
+ visible: false
- type: Battery
maxCharge: 720
startingCharge: 0
suffix: Empty
parent: PowerCellHigh
components:
+ - type: Sprite
+ layers:
+ - map: [ "enum.PowerCellVisualLayers.Base" ]
+ state: high
+ - map: [ "enum.PowerCellVisualLayers.Unshaded" ]
+ state: o2
+ shader: unshaded
+ visible: false
- type: Battery
maxCharge: 1080
startingCharge: 0
suffix: Empty
parent: PowerCellHyper
components:
+ - type: Sprite
+ layers:
+ - map: [ "enum.PowerCellVisualLayers.Base" ]
+ state: hyper
+ - map: [ "enum.PowerCellVisualLayers.Unshaded" ]
+ state: o2
+ shader: unshaded
+ visible: false
- type: Battery
maxCharge: 1800
startingCharge: 0