Decouple Lights from Toggleable Visuals (and headphone music notes bugfix) (#35341)
* - Combine enum keys `ToggleableLightVisuals` and `ToggleVisuals` into `ToggleableVisuals` - Rename `ToggleableLightVisualsComponent` to `ToggleableVisualsComponent` and `ToggleableLightVisualsSystem` to `ToggleableVisualsSystem` - (The `SpriteLayer` field on the component is now required because the old default of `light` doesn't make sense anymore) - Make it so that `ToggleableVisualsComponent` works even when there's not a light attached to the entity - (Amazingly this seems to have only applied to Headphones, but I can only imagine there are many other things people would like to do with simple toggleable visuals) - Explicitly make `ItemTogglePointLightComponent`'s purpose to make `ToggleVisualsComponent` apply to `PointLightComponent`s on the same entity. - Add field `ToggleableVisualsColorModulatesLights`, which makes the `Color` appearance value of `ToggleableVisuals` modulate the color of lights on the same entity - Lots of prototype updates to uptake the above * fix bad merge * unbork robust * blindly letting rider reformat stuff * I guess I never cleaned up these imports at all
This commit is contained in:
30
Content.Client/Toggleable/ToggleableVisualsComponent.cs
Normal file
30
Content.Client/Toggleable/ToggleableVisualsComponent.cs
Normal file
@@ -0,0 +1,30 @@
|
||||
using Content.Shared.Hands.Components;
|
||||
|
||||
namespace Content.Client.Toggleable;
|
||||
|
||||
/// <summary>
|
||||
/// Component that handles toggling the visuals of an entity, including layers on an entity's sprite,
|
||||
/// the in-hand visuals, and the clothing/equipment visuals.
|
||||
/// </summary>
|
||||
/// <see cref="ToggleableVisualsSystem"/>
|
||||
[RegisterComponent]
|
||||
public sealed partial class ToggleableVisualsComponent : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// Sprite layer that will have its visibility toggled when this item is toggled.
|
||||
/// </summary>
|
||||
[DataField(required: true)]
|
||||
public string? SpriteLayer;
|
||||
|
||||
/// <summary>
|
||||
/// Layers to add to the sprite of the player that is holding this entity (while the component is toggled on).
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public Dictionary<HandLocation, List<PrototypeLayerData>> InhandVisuals = new();
|
||||
|
||||
/// <summary>
|
||||
/// Layers to add to the sprite of the player that is wearing this entity (while the component is toggled on).
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public Dictionary<string, List<PrototypeLayerData>> ClothingVisuals = new();
|
||||
}
|
||||
Reference in New Issue
Block a user