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
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@@ -15,8 +15,24 @@ public sealed partial class ToggleActionEvent : InstantActionEvent;
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/// Generic enum keys for toggle-visualizer appearance data & sprite layers.
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/// </summary>
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[Serializable, NetSerializable]
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public enum ToggleVisuals : byte
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public enum ToggleableVisuals : byte
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{
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Toggled,
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Layer
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Enabled,
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Layer,
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Color,
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}
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/// <summary>
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/// Generic sprite layer keys.
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/// </summary>
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[Serializable, NetSerializable]
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public enum LightLayers : byte
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{
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Light,
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/// <summary>
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/// Used as a key for generic unshaded layers. Not necessarily related to an entity with an actual light source.
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/// Use this instead of creating a unique single-purpose "unshaded" enum for every visualizer.
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/// </summary>
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Unshaded,
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}
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