Make flashlights, atmos hardsuit, and RGB use the new layer features (#6253)
* Make flashlights, atmos hardsuit, and RGB use the new layer features * avoid self-conflict * fix rgb not updating on add * cleanup * Update Content.Client/Light/RgbLightControllerSystem.cs Co-authored-by: mirrorcult <lunarautomaton6@gmail.com> * cleanup diff Co-authored-by: mirrorcult <lunarautomaton6@gmail.com>
This commit is contained in:
@@ -6,12 +6,17 @@ using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
|
||||
namespace Content.Shared.Light.Component;
|
||||
|
||||
/// <summary>
|
||||
/// Networked ~~solely for admemes~~ for completely legitimate reasons, like hacked energy swords.
|
||||
/// Makes the color of lights on an entity fluctuate. Will update point-light color and modulate some or all of the
|
||||
/// sprite layers. Will also modulate the color of any unshaded layers that this entity contributes to a wearer or holder.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Networked ~~solely for admemes~~ for completely legitimate reasons, like hacked energy swords.
|
||||
/// </remarks>
|
||||
[NetworkedComponent]
|
||||
[RegisterComponent]
|
||||
[Friend(typeof(SharedRgbLightControllerSystem))]
|
||||
@@ -21,23 +26,37 @@ public sealed class RgbLightControllerComponent : Robust.Shared.GameObjects.Comp
|
||||
public float CycleRate { get; set; } = 0.1f;
|
||||
|
||||
/// <summary>
|
||||
/// What layers of the sprite to modulate? If null, will affect the whole sprite.
|
||||
/// What layers of the sprite to modulate? If null, will affect only unshaded layers.
|
||||
/// </summary>
|
||||
[DataField("layers")]
|
||||
public List<int>? Layers;
|
||||
|
||||
// original colors when rgb was added. Used to revert Colors when removed.
|
||||
/// <summary>
|
||||
/// Original light color from befor the rgb was aded. Used to revert colors when removed.
|
||||
/// </summary>
|
||||
public Color OriginalLightColor;
|
||||
public Color OriginalItemColor;
|
||||
public Color OriginalSpriteColor;
|
||||
|
||||
/// <summary>
|
||||
/// Original colors of the sprite layersfrom before the rgb was added. Used to revert colors when removed.
|
||||
/// </summary>
|
||||
public Dictionary<int, Color>? OriginalLayerColors;
|
||||
|
||||
/// <summary>
|
||||
/// User that is holding or wearing this entity
|
||||
/// </summary>
|
||||
public EntityUid? Holder;
|
||||
|
||||
/// <summary>
|
||||
/// List of unshaded layers on the holder/wearer that are being modulated.
|
||||
/// </summary>
|
||||
public List<string>? HolderLayers;
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public sealed class RgbLightControllerState : ComponentState
|
||||
{
|
||||
public readonly float CycleRate;
|
||||
public readonly List<int>? Layers;
|
||||
public List<int>? Layers;
|
||||
|
||||
public RgbLightControllerState(float cycleRate, List<int>? layers)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user