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
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committed by
Pieter-Jan Briers
parent
b8becf4a56
commit
37df61113e
28
Content.Shared/GameObjects/Messages/Mob/HealthHud.cs
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28
Content.Shared/GameObjects/Messages/Mob/HealthHud.cs
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using SS14.Shared.GameObjects;
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using SS14.Shared.Serialization;
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using System;
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namespace Content.Shared.GameObjects
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{
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/// <summary>
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/// Sends updates to the standard species health hud with the sprite to change the hud to
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/// </summary>
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[Serializable, NetSerializable]
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public class HudStateChange : ComponentMessage
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{
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public string StateSprite;
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public ScreenEffects effect;
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public HudStateChange()
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{
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Directed = true;
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}
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}
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public enum ScreenEffects
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{
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None,
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CircleMask,
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GradientCircleMask,
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}
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}
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