Serialization v3 content PR (#3491)
* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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@@ -3,28 +3,63 @@ using JetBrains.Annotations;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using static Content.Shared.GameObjects.Components.Disposal.SharedDisposalUnitComponent;
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namespace Content.Client.GameObjects.Components.Disposal
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{
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[UsedImplicitly]
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public class DisposalUnitVisualizer : AppearanceVisualizer
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public class DisposalUnitVisualizer : AppearanceVisualizer, ISerializationHooks
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{
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private const string AnimationKey = "disposal_unit_animation";
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[DataField("state_anchored", required: true)]
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private string _stateAnchored;
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[DataField("state_unanchored", required: true)]
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private string _stateUnAnchored;
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[DataField("state_charging", required: true)]
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private string _stateCharging;
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[DataField("overlay_charging", required: true)]
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private string _overlayCharging;
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[DataField("overlay_ready", required: true)]
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private string _overlayReady;
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[DataField("overlay_full", required: true)]
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private string _overlayFull;
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[DataField("overlay_engaged", required: true)]
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private string _overlayEngaged;
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[DataField("state_flush", required: true)]
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private string _stateFlush;
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[DataField("flush_sound", required: true)]
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private string _flushSound;
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[DataField("flush_time", required: true)]
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private float _flushTime;
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private Animation _flushAnimation;
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void ISerializationHooks.AfterDeserialization()
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{
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_flushAnimation = new Animation {Length = TimeSpan.FromSeconds(_flushTime)};
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var flick = new AnimationTrackSpriteFlick();
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_flushAnimation.AnimationTracks.Add(flick);
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flick.LayerKey = DisposalUnitVisualLayers.Base;
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flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame(_stateFlush, 0));
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var sound = new AnimationTrackPlaySound();
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_flushAnimation.AnimationTracks.Add(sound);
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sound.KeyFrames.Add(new AnimationTrackPlaySound.KeyFrame(_flushSound, 0));
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}
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private void ChangeState(AppearanceComponent appearance)
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{
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if (!appearance.TryGetData(Visuals.VisualState, out VisualState state))
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@@ -106,34 +141,6 @@ namespace Content.Client.GameObjects.Components.Disposal
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}
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}
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public override void LoadData(YamlMappingNode node)
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{
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base.LoadData(node);
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_stateAnchored = node.GetNode("state_anchored").AsString();
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_stateUnAnchored = node.GetNode("state_unanchored").AsString();
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_stateCharging = node.GetNode("state_charging").AsString();
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_overlayCharging = node.GetNode("overlay_charging").AsString();
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_overlayReady = node.GetNode("overlay_ready").AsString();
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_overlayFull = node.GetNode("overlay_full").AsString();
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_overlayEngaged = node.GetNode("overlay_engaged").AsString();
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_stateFlush = node.GetNode("state_flush").AsString();
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var flushSound = node.GetNode("flush_sound").AsString();
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var flushTime = node.GetNode("flush_time").AsFloat();
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_flushAnimation = new Animation {Length = TimeSpan.FromSeconds(flushTime)};
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var flick = new AnimationTrackSpriteFlick();
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_flushAnimation.AnimationTracks.Add(flick);
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flick.LayerKey = DisposalUnitVisualLayers.Base;
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flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame(_stateFlush, 0));
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var sound = new AnimationTrackPlaySound();
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_flushAnimation.AnimationTracks.Add(sound);
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sound.KeyFrames.Add(new AnimationTrackPlaySound.KeyFrame(flushSound, 0));
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}
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public override void InitializeEntity(IEntity entity)
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{
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base.InitializeEntity(entity);
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