Added enum types (#2701)

This commit is contained in:
ColdAutumnRain
2020-12-04 11:57:33 +01:00
committed by GitHub
parent 216a47dddc
commit 266d2909d7
50 changed files with 52 additions and 51 deletions

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@@ -12,7 +12,7 @@ namespace Content.Client.Chat
{
public abstract class SpeechBubble : Control
{
public enum SpeechType
public enum SpeechType : byte
{
Emote,
Say

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@@ -81,7 +81,7 @@ namespace Content.Client.GameObjects.Components.Atmos
}
}
public enum FireVisualLayers
public enum FireVisualLayers : byte
{
Fire
}

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@@ -66,7 +66,7 @@ namespace Content.Client.GameObjects.Components.Atmos
return stateId;
}
private enum Layer
private enum Layer : byte
{
PipeBase,
}

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@@ -41,7 +41,7 @@ namespace Content.Client.GameObjects.Components.Atmos
sprite.LayerSetVisible(pumpEnabledLayer, pumpVisualState.PumpEnabled);
}
public enum Layer
public enum Layer : byte
{
PumpEnabled,
}

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@@ -64,7 +64,7 @@ namespace Content.Client.GameObjects.Components.Atmos
sprite.LayerSetVisible(baseSiphonLayer, true);
}
private enum Layer
private enum Layer : byte
{
SiphonBase,
}

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@@ -94,7 +94,7 @@ namespace Content.Client.GameObjects.Components.Atmos
}
}
public enum VaporVisualLayers
public enum VaporVisualLayers : byte
{
Base
}

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@@ -64,7 +64,7 @@ namespace Content.Client.GameObjects.Components.Atmos
sprite.LayerSetVisible(baseVentLayer, true);
}
private enum Layer
private enum Layer : byte
{
VentBase,
}

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@@ -93,7 +93,7 @@ namespace Content.Client.GameObjects.Components.Botany
}
}
public enum PlantHolderLayers
public enum PlantHolderLayers : byte
{
Plant,
HealthLight,

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@@ -32,7 +32,7 @@ namespace Content.Client.GameObjects.Components.CloningPod
}
}
public enum CloningPodVisualLayers
public enum CloningPodVisualLayers : byte
{
Machine,
}

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@@ -91,7 +91,7 @@ namespace Content.Client.GameObjects.Components.Clothing
}
}
public enum FemaleClothingMask
public enum FemaleClothingMask : byte
{
NoMask = 0,
UniformFull,

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@@ -85,7 +85,7 @@ namespace Content.Client.GameObjects.Components
}
}
public enum Layers
public enum Layers : byte
{
Body,
Screen,

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@@ -154,7 +154,7 @@ namespace Content.Client.GameObjects.Components.Disposal
}
}
public enum DisposalUnitVisualLayers
public enum DisposalUnitVisualLayers : byte
{
Base,
Handle,

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@@ -167,7 +167,7 @@ namespace Content.Client.GameObjects.Components.Doors
}
}
public enum DoorVisualLayers
public enum DoorVisualLayers : byte
{
Base,
BaseUnlit,

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@@ -44,7 +44,7 @@ namespace Content.Client.GameObjects.Components.Fluids
}
}
public enum SprayVisualLayers
public enum SprayVisualLayers : byte
{
Base
}

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@@ -60,7 +60,7 @@ namespace Content.Client.GameObjects.Components.Gravity
}
}
public enum GravityGeneratorVisualLayers
public enum GravityGeneratorVisualLayers : byte
{
Base,
Core

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@@ -277,7 +277,7 @@ namespace Content.Client.GameObjects.Components.IconSmoothing
Clockwise = 4,
}
public enum CornerLayers
public enum CornerLayers : byte
{
SE,
NE,
@@ -290,7 +290,7 @@ namespace Content.Client.GameObjects.Components.IconSmoothing
/// Controls the mode with which icon smoothing is calculated.
/// </summary>
[PublicAPI]
public enum IconSmoothingMode
public enum IconSmoothingMode : byte
{
/// <summary>
/// Each icon is made up of 4 corners, each of which can get a different state depending on

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@@ -53,7 +53,7 @@ namespace Content.Client.GameObjects.Components.Kitchen
sprite.LayerSetVisible(MicrowaveVisualizerLayers.BaseUnlit, glowingPartsVisible);
}
private enum MicrowaveVisualizerLayers
private enum MicrowaveVisualizerLayers : byte
{
Base,
BaseUnlit

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@@ -217,7 +217,7 @@ namespace Content.Client.GameObjects.Components
}
[SuppressMessage("ReSharper", "InconsistentNaming")]
private enum OverCornerLayers
private enum OverCornerLayers : byte
{
SE,
NE,

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@@ -48,7 +48,7 @@ namespace Content.Client.GameObjects.Components.MedicalScanner
}
}
public enum MedicalScannerVisualLayers
public enum MedicalScannerVisualLayers : byte
{
Machine,
Terminal,

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@@ -71,7 +71,7 @@ namespace Content.Client.GameObjects.Components.Mobs
}
}
public enum DamageStateVisualLayers
public enum DamageStateVisualLayers : byte
{
Base
}

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@@ -23,7 +23,7 @@ namespace Content.Client.GameObjects.Components.Morgue
}
}
public enum BodyBagVisualLayers
public enum BodyBagVisualLayers : byte
{
Label,
}

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@@ -69,7 +69,7 @@ namespace Content.Client.GameObjects.Components.Storage
}
}
public enum CrematoriumVisualLayers
public enum CrematoriumVisualLayers : byte
{
Base,
Light,

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@@ -75,7 +75,7 @@ namespace Content.Client.GameObjects.Components.Storage
}
}
public enum MorgueVisualLayers
public enum MorgueVisualLayers : byte
{
Base,
Light,

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@@ -48,7 +48,7 @@ namespace Content.Client.GameObjects.Components.Movement
}
}
enum Layers
enum Layers : byte
{
Portal
}

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@@ -53,7 +53,7 @@ namespace Content.Client.GameObjects.Components.Nutrition
}
}
public enum CreamPiedVisualLayers
public enum CreamPiedVisualLayers : byte
{
Pie,
}

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@@ -17,7 +17,7 @@ namespace Content.Client.GameObjects.Components.PDA
/// </summary>
private string _state;
private enum PDAVisualLayers
private enum PDAVisualLayers : byte
{
Base,
Flashlight,

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@@ -46,7 +46,7 @@ namespace Content.Client.GameObjects.Components.Power.AME
}
}
enum Layers
enum Layers : byte
{
Display,
}

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@@ -52,7 +52,7 @@ namespace Content.Client.GameObjects.Components.Power.AME
}
}
enum Layers
enum Layers : byte
{
Core,
CoreState,

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@@ -55,7 +55,7 @@ namespace Content.Client.GameObjects.Components.Power
}
}
enum Layers
enum Layers : byte
{
ChargeState,
Lock,

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@@ -114,7 +114,7 @@ namespace Content.Client.GameObjects.Components.Power
var glowingPartsVisible = !(component.TryGetData(PowerDeviceVisuals.Powered, out bool powered) && !powered);
sprite.LayerSetVisible(AutolatheVisualLayers.BaseUnlit, glowingPartsVisible);
}
public enum AutolatheVisualLayers
public enum AutolatheVisualLayers : byte
{
Base,
BaseUnlit

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@@ -41,7 +41,7 @@ namespace Content.Client.GameObjects.Components.Power
}
}
private enum Layers
private enum Layers : byte
{
Charge
}

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@@ -68,7 +68,7 @@ namespace Content.Client.GameObjects.Components.Power
}
}
enum Layers
enum Layers : byte
{
Base,
Light,

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@@ -18,7 +18,7 @@ namespace Content.Client.GameObjects.Components.Power
}
}
public enum PowerDeviceVisualLayers
public enum PowerDeviceVisualLayers : byte
{
Powered
}

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@@ -110,7 +110,7 @@ namespace Content.Client.GameObjects.Components.Power
var glowingPartsVisible = !(component.TryGetData(PowerDeviceVisuals.Powered, out bool powered) && !powered);
sprite.LayerSetVisible(ProtolatheVisualLayers.BaseUnlit, glowingPartsVisible);
}
public enum ProtolatheVisualLayers
public enum ProtolatheVisualLayers : byte
{
Base,
BaseUnlit,

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@@ -62,7 +62,7 @@ namespace Content.Client.GameObjects.Components.Power
}
}
enum Layers
enum Layers : byte
{
Input,
Charge,

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@@ -96,7 +96,7 @@ namespace Content.Client.GameObjects.Components
}
}
public enum RadiationCollectorVisualLayers
public enum RadiationCollectorVisualLayers : byte
{
Main
}

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@@ -61,7 +61,7 @@ namespace Content.Client.GameObjects.Components.Recycling
}
}
public enum RecyclerVisualLayers
public enum RecyclerVisualLayers : byte
{
Bloody
}

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@@ -51,7 +51,7 @@ namespace Content.Client.GameObjects.Components
Sprite.LayerSetState(ReinforcedCornerLayers.NW, $"{_reinforcedStateBase}{(int) cornerNW}");
}
public enum ReinforcedCornerLayers
public enum ReinforcedCornerLayers : byte
{
SE,
NE,

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@@ -35,7 +35,7 @@ namespace Content.Client.GameObjects.Components
}
}
public enum ReinforcedWallVisualLayers
public enum ReinforcedWallVisualLayers : byte
{
Deconstruction,
}

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@@ -85,7 +85,7 @@ namespace Content.Client.GameObjects.Components.Storage
}
}
public enum StorageVisualLayers
public enum StorageVisualLayers : byte
{
Door,
Welded,

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@@ -69,7 +69,7 @@ namespace Content.Client.GameObjects.Components.Trigger
}
}
}
public enum TriggerVisualLayers
public enum TriggerVisualLayers : byte
{
Base
}

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@@ -202,7 +202,7 @@ namespace Content.Client.GameObjects.Components.VendingMachines
}
}
public enum VendingMachineVisualLayers
public enum VendingMachineVisualLayers : byte
{
// Off / Broken. The other layers will overlay this if the machine is on.
Unlit,

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@@ -22,7 +22,7 @@ namespace Content.Client.GameObjects.Components.Weapons.Ranged.Barrels.Visualize
}
}
public enum AmmoVisualLayers
public enum AmmoVisualLayers : byte
{
Base,
}

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@@ -6,7 +6,7 @@ using Robust.Shared.Maths;
namespace Content.Client.GameObjects.Components.Weapons.Ranged
{
// Yeah I put it all in the same enum, don't judge me
public enum RangedBarrelVisualLayers
public enum RangedBarrelVisualLayers : byte
{
Base,
BaseUnshaded,

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@@ -113,7 +113,7 @@ namespace Content.Client.GameObjects.Components
}
[SuppressMessage("ReSharper", "InconsistentNaming")]
public enum WindowDamageLayers
public enum WindowDamageLayers : byte
{
DamageSE,
DamageNE,

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@@ -21,7 +21,7 @@ namespace Content.Client.GameObjects.Components.Wires
}
}
public enum WiresVisualLayers
public enum WiresVisualLayers : byte
{
MaintenancePanel,
}

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@@ -497,7 +497,8 @@ namespace Content.Client.GameObjects.EntitySystems.AI
}
[Flags]
public enum PathfindingDebugMode {
public enum PathfindingDebugMode : byte
{
None = 0,
Route = 1 << 0,
Graph = 1 << 1,

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@@ -98,7 +98,7 @@ namespace Content.Client.GameObjects.EntitySystems
}
}
internal enum AtmosDebugOverlayMode
internal enum AtmosDebugOverlayMode : byte
{
TotalMoles,
GasMoles,

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@@ -73,7 +73,7 @@ namespace Content.Client.GameObjects.EntitySystems
private readonly List<SpriteComponent> _highlightedSprites = new();
private enum DragState
private enum DragState : byte
{
NotDragging,
// not dragging yet, waiting to see

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@@ -295,7 +295,7 @@ namespace Content.Client.State
_disconnected.Visible = page == Page.Disconnected;
}
private enum Page
private enum Page : byte
{
Connecting,
ConnectFailed,