serv4 + submodule update (#12740)

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
This commit is contained in:
Paul Ritter
2022-11-27 19:25:55 +01:00
committed by GitHub
parent 7608c24b63
commit 3884c4d3db
46 changed files with 230 additions and 302 deletions

View File

@@ -1,37 +1,25 @@
using System.Collections.Generic;
using System.Linq;
using Content.Shared.Singularity.Components;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Client.ParticleAccelerator
{
[UsedImplicitly]
[DataDefinition]
public sealed class ParticleAcceleratorPartVisualizer : AppearanceVisualizer, ISerializationHooks
public sealed class ParticleAcceleratorPartVisualizer : AppearanceVisualizer
{
[DataField("baseState", required: true)]
private string? _baseState;
private string _baseState = default!;
private Dictionary<ParticleAcceleratorVisualState, string> _states = new();
void ISerializationHooks.AfterDeserialization()
private static readonly Dictionary<ParticleAcceleratorVisualState, string> StatesSuffixes = new()
{
if (_baseState == null)
{
return;
}
_states.Add(ParticleAcceleratorVisualState.Powered, _baseState + "p");
_states.Add(ParticleAcceleratorVisualState.Level0, _baseState + "p0");
_states.Add(ParticleAcceleratorVisualState.Level1, _baseState + "p1");
_states.Add(ParticleAcceleratorVisualState.Level2, _baseState + "p2");
_states.Add(ParticleAcceleratorVisualState.Level3, _baseState + "p3");
}
{ParticleAcceleratorVisualState.Powered, "p"},
{ParticleAcceleratorVisualState.Level0, "p0"},
{ParticleAcceleratorVisualState.Level1, "p1"},
{ParticleAcceleratorVisualState.Level2, "p2"},
{ParticleAcceleratorVisualState.Level3, "p3"},
};
[Obsolete("Subscribe to your component being initialised instead.")]
public override void InitializeEntity(EntityUid entity)
@@ -63,7 +51,7 @@ namespace Content.Client.ParticleAccelerator
if (state != ParticleAcceleratorVisualState.Unpowered)
{
sprite.LayerSetVisible(ParticleAcceleratorVisualLayers.Unlit, true);
sprite.LayerSetState(ParticleAcceleratorVisualLayers.Unlit, _states[state]);
sprite.LayerSetState(ParticleAcceleratorVisualLayers.Unlit, _baseState + StatesSuffixes[state]);
}
else
{