Species Component (#130)

* Fix this
fug
oksure
Creates the initial species component, damage states, and threshold templates and hooks them into the damageable component

* More rebase fixes

* test

* Pre future rebase

* Please

* Lol

* Lol2

* SHADERS

* Update Engine

* yml file

* Fix an initialization issue, injects dependencies

* Fix error in loading shaders

* Makes a master character ui controller component added upon client attachment to entity and remove upon client detachment from entity

* Fixes just about everytrhing

* Address PJB's comments

* geeze

* Make overlays work in worldspace instead of screen space and not cover user interfaces

* update submodule
This commit is contained in:
clusterfack
2018-12-13 07:47:19 -06:00
committed by Pieter-Jan Briers
parent b8becf4a56
commit 37df61113e
52 changed files with 1172 additions and 183 deletions

View File

@@ -0,0 +1,28 @@
using SS14.Shared.GameObjects;
using SS14.Shared.Serialization;
using System;
namespace Content.Shared.GameObjects
{
/// <summary>
/// Sends updates to the standard species health hud with the sprite to change the hud to
/// </summary>
[Serializable, NetSerializable]
public class HudStateChange : ComponentMessage
{
public string StateSprite;
public ScreenEffects effect;
public HudStateChange()
{
Directed = true;
}
}
public enum ScreenEffects
{
None,
CircleMask,
GradientCircleMask,
}
}