Add basic teleportation and portals (#269)

* Add basic teleportation and portals

* Address PJB's feedback and minor cleanup
This commit is contained in:
metalgearsloth
2019-07-19 18:09:33 +10:00
committed by Pieter-Jan Briers
parent 52a6d9ff43
commit 1f320eccd7
22 changed files with 825 additions and 0 deletions

View File

@@ -0,0 +1,55 @@
using Content.Shared.GameObjects.Components.Movement;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Interfaces.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Client.GameObjects.Components.Movement
{
[UsedImplicitly]
public class PortalVisualizer2D : AppearanceVisualizer
{
public override void InitializeEntity(IEntity entity)
{
base.InitializeEntity(entity);
var sprite = entity.GetComponent<ISpriteComponent>();
sprite.LayerMapSet(Layers.Portal, sprite.AddLayerState("portal-pending"));
sprite.LayerSetShader(Layers.Portal, "unshaded");
}
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
var sprite = component.Owner.GetComponent<ISpriteComponent>();
if (component.TryGetData<PortalState>(PortalVisuals.State, out var state))
{
switch (state)
{
case PortalState.Pending:
sprite.LayerSetState(Layers.Portal, "portal-pending");
break;
// TODO: Spritework here?
case PortalState.UnableToTeleport:
sprite.LayerSetState(Layers.Portal, "portal-unconnected");
break;
case PortalState.RecentlyTeleported:
sprite.LayerSetState(Layers.Portal, "portal-unconnected");
break;
}
}
else
{
sprite.LayerSetState(Layers.Portal, "portal-pending");
}
}
enum Layers
{
Portal
}
}
}