Metamorphosis - FoodSequence 3 (#31012)
* setup some data * cheeseburger recipe * Update FoodSequenceSystem.cs * finalize cheseburger recipe * remove fun * return old taco sprites * full foodsequence data refactor * return tacos * well done * add cutlets to burger * chickenburger recipe * +2 burger recipes * more fun * Update brain.png * some slice produce added * documentation * watermelon * skewer work * flipping * tomato * skewer watermelon * Update skewer.yml * oopsie, ok, im go to sleep * fix checks * Update produce.yml * screwed * cheeeeeeeese * all cooked meat added * produce added * aaaaand suppermatter * key to Tag * More * proto string remove * raw snail * fix * Update FoodMetamorphableByAddingComponent.cs * fixes * fix3 * fififififx
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@@ -1,55 +1,25 @@
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using System.Numerics;
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using Content.Shared.Nutrition.EntitySystems;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Content.Shared.Nutrition.Prototypes;
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using Content.Shared.Tag;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Nutrition.Components;
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/// <summary>
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/// Tndicates that this entity can be inserted into FoodSequence, which will transfer all reagents to the target.
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/// Indicates that this entity can be inserted into FoodSequence, which will transfer all reagents to the target.
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/// </summary>
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[RegisterComponent, Access(typeof(SharedFoodSequenceSystem))]
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public sealed partial class FoodSequenceElementComponent : Component
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{
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/// <summary>
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/// the same object can be used in different sequences, and it will have a different sprite in different sequences.
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/// The same object can be used in different sequences, and it will have a different data in then.
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/// </summary>
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[DataField(required: true)]
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public Dictionary<string, FoodSequenceElementEntry> Entries = new();
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public Dictionary<ProtoId<TagPrototype>, ProtoId<FoodSequenceElementPrototype>> Entries = new();
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/// <summary>
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/// which solution we will add to the main dish
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/// Which solution we will add to the main dish
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/// </summary>
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[DataField]
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public string Solution = "food";
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/// <summary>
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/// state used to generate the appearance of the added layer
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/// </summary>
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[DataField]
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public SpriteSpecifier? Sprite;
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}
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[DataRecord, Serializable, NetSerializable]
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public sealed class FoodSequenceElementEntry
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{
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/// <summary>
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/// A localized name piece to build into the item name generator.
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/// </summary>
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public LocId? Name { get; set; } = null;
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/// <summary>
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/// overriding default sprite
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/// </summary>
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public SpriteSpecifier? Sprite { get; set; } = null;
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/// <summary>
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/// If the layer is the final one, it can be added over the limit, but no other layers can be added after it.
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/// </summary>
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public bool Final { get; set; } = false;
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/// <summary>
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/// the shear of a particular layer. Allows a little "randomization" of each layer.
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/// </summary>
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public Vector2 LocalOffset { get; set; } = Vector2.Zero;
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}
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