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:
Centronias
2025-05-30 16:53:56 -07:00
committed by GitHub
parent 85636335ec
commit 9053c9692f
48 changed files with 327 additions and 305 deletions

View File

@@ -44,7 +44,7 @@ public sealed class HandheldLightSystem : SharedHandheldLightSystem
return;
}
if (!_appearance.TryGetData<bool>(uid, ToggleableLightVisuals.Enabled, out var enabled, args.Component))
if (!_appearance.TryGetData<bool>(uid, ToggleableVisuals.Enabled, out var enabled, args.Component))
{
return;
}

View File

@@ -1,32 +0,0 @@
using Content.Shared.Hands.Components;
namespace Content.Client.Toggleable;
/// <summary>
/// Component that handles the toggling the visuals of some light emitting entity.
/// </summary>
/// <remarks>
/// This will toggle the visibility of layers on an entity's sprite, the in-hand visuals, and the clothing/equipment
/// visuals. This will modify the color of any attached point lights.
/// </remarks>
[RegisterComponent]
public sealed partial class ToggleableLightVisualsComponent : Component
{
/// <summary>
/// Sprite layer that will have its visibility toggled when this item is toggled.
/// </summary>
[DataField("spriteLayer")]
public string? SpriteLayer = "light";
/// <summary>
/// Layers to add to the sprite of the player that is holding this entity (while the component is toggled on).
/// </summary>
[DataField("inhandVisuals")]
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("clothingVisuals")]
public Dictionary<string, List<PrototypeLayerData>> ClothingVisuals = new();
}

View File

@@ -1,126 +0,0 @@
using Content.Client.Clothing;
using Content.Client.Items.Systems;
using Content.Shared.Clothing;
using Content.Shared.Hands;
using Content.Shared.Inventory;
using Content.Shared.Item;
using Content.Shared.Toggleable;
using Robust.Client.GameObjects;
using Robust.Shared.Utility;
using System.Linq;
namespace Content.Client.Toggleable;
public sealed class ToggleableLightVisualsSystem : VisualizerSystem<ToggleableLightVisualsComponent>
{
[Dependency] private readonly SharedItemSystem _itemSys = default!;
[Dependency] private readonly SharedPointLightSystem _lights = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ToggleableLightVisualsComponent, GetInhandVisualsEvent>(OnGetHeldVisuals, after: new[] { typeof(ItemSystem) });
SubscribeLocalEvent<ToggleableLightVisualsComponent, GetEquipmentVisualsEvent>(OnGetEquipmentVisuals, after: new[] { typeof(ClientClothingSystem) });
}
protected override void OnAppearanceChange(EntityUid uid, ToggleableLightVisualsComponent component, ref AppearanceChangeEvent args)
{
if (!AppearanceSystem.TryGetData<bool>(uid, ToggleableLightVisuals.Enabled, out var enabled, args.Component))
return;
var modulate = AppearanceSystem.TryGetData<Color>(uid, ToggleableLightVisuals.Color, out var color, args.Component);
// Update the item's sprite
if (args.Sprite != null && component.SpriteLayer != null && SpriteSystem.LayerMapTryGet((uid, args.Sprite), component.SpriteLayer, out var layer, false))
{
SpriteSystem.LayerSetVisible((uid, args.Sprite), layer, enabled);
if (modulate)
SpriteSystem.LayerSetColor((uid, args.Sprite), layer, color);
}
// Update any point-lights
if (TryComp(uid, out PointLightComponent? light))
{
DebugTools.Assert(!light.NetSyncEnabled, "light visualizers require point lights without net-sync");
_lights.SetEnabled(uid, enabled, light);
if (enabled && modulate)
{
_lights.SetColor(uid, color, light);
}
}
// update clothing & in-hand visuals.
_itemSys.VisualsChanged(uid);
}
/// <summary>
/// Add the unshaded light overlays to any clothing sprites.
/// </summary>
private void OnGetEquipmentVisuals(EntityUid uid, ToggleableLightVisualsComponent component, GetEquipmentVisualsEvent args)
{
if (!TryComp(uid, out AppearanceComponent? appearance)
|| !AppearanceSystem.TryGetData<bool>(uid, ToggleableLightVisuals.Enabled, out var enabled, appearance)
|| !enabled)
return;
if (!TryComp(args.Equipee, out InventoryComponent? inventory))
return;
List<PrototypeLayerData>? layers = null;
// attempt to get species specific data
if (inventory.SpeciesId != null)
component.ClothingVisuals.TryGetValue($"{args.Slot}-{inventory.SpeciesId}", out layers);
// No species specific data. Try to default to generic data.
if (layers == null && !component.ClothingVisuals.TryGetValue(args.Slot, out layers))
return;
var modulate = AppearanceSystem.TryGetData<Color>(uid, ToggleableLightVisuals.Color, out var color, appearance);
var i = 0;
foreach (var layer in layers)
{
var key = layer.MapKeys?.FirstOrDefault();
if (key == null)
{
key = i == 0 ? $"{args.Slot}-toggle" : $"{args.Slot}-toggle-{i}";
i++;
}
if (modulate)
layer.Color = color;
args.Layers.Add((key, layer));
}
}
private void OnGetHeldVisuals(EntityUid uid, ToggleableLightVisualsComponent component, GetInhandVisualsEvent args)
{
if (!TryComp(uid, out AppearanceComponent? appearance)
|| !AppearanceSystem.TryGetData<bool>(uid, ToggleableLightVisuals.Enabled, out var enabled, appearance)
|| !enabled)
return;
if (!component.InhandVisuals.TryGetValue(args.Location, out var layers))
return;
var modulate = AppearanceSystem.TryGetData<Color>(uid, ToggleableLightVisuals.Color, out var color, appearance);
var i = 0;
var defaultKey = $"inhand-{args.Location.ToString().ToLowerInvariant()}-toggle";
foreach (var layer in layers)
{
var key = layer.MapKeys?.FirstOrDefault();
if (key == null)
{
key = i == 0 ? defaultKey : $"{defaultKey}-{i}";
i++;
}
if (modulate)
layer.Color = color;
args.Layers.Add((key, layer));
}
}
}

View 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();
}

View File

@@ -0,0 +1,140 @@
using System.Linq;
using Content.Client.Clothing;
using Content.Client.Items.Systems;
using Content.Shared.Clothing;
using Content.Shared.Hands;
using Content.Shared.Inventory;
using Content.Shared.Item;
using Content.Shared.Light.Components;
using Content.Shared.Toggleable;
using Robust.Client.GameObjects;
using Robust.Shared.Utility;
namespace Content.Client.Toggleable;
/// <summary>
/// Implements the behavior of <see cref="ToggleableVisualsComponent"/> by reacting to
/// <see cref="AppearanceChangeEvent"/>, for the sprite directly; <see cref="OnGetHeldVisuals"/> for the
/// in-hand visuals; and <see cref="OnGetEquipmentVisuals"/> for the clothing visuals.
/// </summary>
/// <see cref="ToggleableVisualsComponent"/>
public sealed class ToggleableVisualsSystem : VisualizerSystem<ToggleableVisualsComponent>
{
[Dependency] private readonly SharedItemSystem _item = default!;
[Dependency] private readonly SharedPointLightSystem _pointLight = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ToggleableVisualsComponent, GetInhandVisualsEvent>(OnGetHeldVisuals,
after: [typeof(ItemSystem)]);
SubscribeLocalEvent<ToggleableVisualsComponent, GetEquipmentVisualsEvent>(OnGetEquipmentVisuals,
after: [typeof(ClientClothingSystem)]);
}
protected override void OnAppearanceChange(EntityUid uid,
ToggleableVisualsComponent component,
ref AppearanceChangeEvent args)
{
if (!AppearanceSystem.TryGetData<bool>(uid, ToggleableVisuals.Enabled, out var enabled, args.Component))
return;
var modulateColor =
AppearanceSystem.TryGetData<Color>(uid, ToggleableVisuals.Color, out var color, args.Component);
// Update the item's sprite
if (args.Sprite != null && component.SpriteLayer != null &&
SpriteSystem.LayerMapTryGet((uid, args.Sprite), component.SpriteLayer, out var layer, false))
{
SpriteSystem.LayerSetVisible((uid, args.Sprite), layer, enabled);
if (modulateColor)
SpriteSystem.LayerSetColor((uid, args.Sprite), component.SpriteLayer, color);
}
// If there's a `ItemTogglePointLightComponent` that says to apply the color to attached lights, do so.
if (TryComp<ItemTogglePointLightComponent>(uid, out var toggleLights) &&
TryComp(uid, out PointLightComponent? light))
{
DebugTools.Assert(!light.NetSyncEnabled,
$"{typeof(ItemTogglePointLightComponent)} requires point lights without net-sync");
_pointLight.SetEnabled(uid, enabled, light);
if (modulateColor && toggleLights.ToggleableVisualsColorModulatesLights)
{
_pointLight.SetColor(uid, color, light);
}
}
// update clothing & in-hand visuals.
_item.VisualsChanged(uid);
}
private void OnGetEquipmentVisuals(EntityUid uid,
ToggleableVisualsComponent component,
GetEquipmentVisualsEvent args)
{
if (!TryComp(uid, out AppearanceComponent? appearance)
|| !AppearanceSystem.TryGetData<bool>(uid, ToggleableVisuals.Enabled, out var enabled, appearance)
|| !enabled)
return;
if (!TryComp(args.Equipee, out InventoryComponent? inventory))
return;
List<PrototypeLayerData>? layers = null;
// attempt to get species specific data
if (inventory.SpeciesId != null)
component.ClothingVisuals.TryGetValue($"{args.Slot}-{inventory.SpeciesId}", out layers);
// No species specific data. Try to default to generic data.
if (layers == null && !component.ClothingVisuals.TryGetValue(args.Slot, out layers))
return;
var modulateColor = AppearanceSystem.TryGetData<Color>(uid, ToggleableVisuals.Color, out var color, appearance);
var i = 0;
foreach (var layer in layers)
{
var key = layer.MapKeys?.FirstOrDefault();
if (key == null)
{
key = i == 0 ? $"{args.Slot}-toggle" : $"{args.Slot}-toggle-{i}";
i++;
}
if (modulateColor)
layer.Color = color;
args.Layers.Add((key, layer));
}
}
private void OnGetHeldVisuals(EntityUid uid, ToggleableVisualsComponent component, GetInhandVisualsEvent args)
{
if (!TryComp(uid, out AppearanceComponent? appearance)
|| !AppearanceSystem.TryGetData<bool>(uid, ToggleableVisuals.Enabled, out var enabled, appearance)
|| !enabled)
return;
if (!component.InhandVisuals.TryGetValue(args.Location, out var layers))
return;
var modulateColor = AppearanceSystem.TryGetData<Color>(uid, ToggleableVisuals.Color, out var color, appearance);
var i = 0;
var defaultKey = $"inhand-{args.Location.ToString().ToLowerInvariant()}-toggle";
foreach (var layer in layers)
{
var key = layer.MapKeys?.FirstOrDefault();
if (key == null)
{
key = i == 0 ? defaultKey : $"{defaultKey}-{i}";
i++;
}
if (modulateColor)
layer.Color = color;
args.Layers.Add((key, layer));
}
}
}

View File

@@ -282,7 +282,7 @@ namespace Content.Server.Atmos.EntitySystems
// This is intended so that matches & candles can re-use code for un-shaded layers on in-hand sprites.
// However, this could cause conflicts if something is ACTUALLY both a toggleable light and flammable.
// if that ever happens, then fire visuals will need to implement their own in-hand sprite management.
_appearance.SetData(uid, ToggleableLightVisuals.Enabled, flammable.OnFire, appearance);
_appearance.SetData(uid, ToggleableVisuals.Enabled, flammable.OnFire, appearance);
}
public void AdjustFireStacks(EntityUid uid, float relativeFireStacks, FlammableComponent? flammable = null, bool ignite = false)

View File

@@ -8,7 +8,7 @@ public sealed partial class ContainerHeldComponent: Component
/// <summary>
/// The amount of weight needed to be in the container
/// in order for it to toggle it's appearance
/// to ToggleVisuals.Toggled = true, and
/// to ToggleableVisuals.Enabled = true, and
/// SetHeldPrefix() to "full" instead of "empty".
/// </summary>
[DataField("threshold")]

View File

@@ -32,12 +32,12 @@ public sealed class ContainerHeldSystem : EntitySystem
if (_storage.GetCumulativeItemAreas(uid) >= comp.Threshold)
{
_item.SetHeldPrefix(uid, "full", component: item);
_appearance.SetData(uid, ToggleVisuals.Toggled, true, appearance);
_appearance.SetData(uid, ToggleableVisuals.Enabled, true, appearance);
}
else
{
_item.SetHeldPrefix(uid, "empty", component: item);
_appearance.SetData(uid, ToggleVisuals.Toggled, false, appearance);
_appearance.SetData(uid, ToggleableVisuals.Enabled, false, appearance);
}
}
}

View File

@@ -282,7 +282,7 @@ public sealed class ItemToggleSystem : EntitySystem
{
if (TryComp(ent, out AppearanceComponent? appearance))
{
_appearance.SetData(ent, ToggleVisuals.Toggled, ent.Comp.Activated, appearance);
_appearance.SetData(ent, ToggleableVisuals.Enabled, ent.Comp.Activated, appearance);
}
}

View File

@@ -1,12 +1,18 @@
using Content.Shared.Item.ItemToggle.Components;
using Robust.Shared.GameStates;
using Content.Shared.Toggleable;
namespace Content.Shared.Light.Components;
/// <summary>
/// Toggles point light on an entity whenever ItemToggle hits.
/// Makes <see cref="ItemToggledEvent"/> enable and disable point lights on this entity.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class ItemTogglePointLightComponent : Component
{
/// <summary>
/// When true, causes the color specified in <see cref="ToggleableVisuals.Color"/>
/// be used to modulate the color of lights on this entity.
/// </summary>
[DataField] public bool ToggleableVisualsColorModulatesLights = false;
}

View File

@@ -1,16 +1,15 @@
using Content.Shared.Item.ItemToggle.Components;
using Content.Shared.Light.Components;
using Content.Shared.Toggleable;
using ItemTogglePointLightComponent = Content.Shared.Light.Components.ItemTogglePointLightComponent;
namespace Content.Shared.Light.EntitySystems;
/// <summary>
/// Handles ItemToggle for PointLight
/// Implements the behavior of <see cref="ItemTogglePointLightComponent"/>, causing <see cref="ItemToggledEvent"/>s to
/// enable and disable lights on the entity.
/// </summary>
public sealed class ItemTogglePointLightSystem : EntitySystem
{
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedPointLightSystem _light = default!;
[Dependency] private readonly SharedHandheldLightSystem _handheldLight = default!;
@@ -25,7 +24,6 @@ public sealed class ItemTogglePointLightSystem : EntitySystem
if (!_light.TryGetLight(ent.Owner, out var light))
return;
_appearance.SetData(ent, ToggleableLightVisuals.Enabled, args.Activated);
_light.SetEnabled(ent.Owner, args.Activated, comp: light);
if (TryComp<HandheldLightComponent>(ent.Owner, out var handheldLight))
{

View File

@@ -80,7 +80,7 @@ public abstract class SharedHandheldLightSystem : EntitySystem
if (component.ToggleActionEntity != null)
_actionSystem.SetToggled(component.ToggleActionEntity, component.Activated);
_appearance.SetData(uid, ToggleableLightVisuals.Enabled, component.Activated, appearance);
_appearance.SetData(uid, ToggleableVisuals.Enabled, component.Activated, appearance);
}
private void AddToggleLightVerb(Entity<HandheldLightComponent> ent, ref GetVerbsEvent<ActivationVerb> args)

View File

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

View File

@@ -1,26 +0,0 @@
using Robust.Shared.Serialization;
namespace Content.Shared.Toggleable;
// Appearance Data key
[Serializable, NetSerializable]
public enum ToggleableLightVisuals : byte
{
Enabled,
Color
}
/// <summary>
/// Generic sprite layer keys.
/// </summary>
[Serializable, NetSerializable]
public enum LightLayers : byte
{
Light,
/// <summary>
/// Used as a key for generic unshaded layers. Not necessarily related to an entity with an actual light source.
/// Use this instead of creating a unique single-purpose "unshaded" enum for every visualizer.
/// </summary>
Unshaded,
}

View File

@@ -33,7 +33,7 @@ public sealed class EnergySwordSystem : EntitySystem
if (!TryComp(entity, out AppearanceComponent? appearanceComponent))
return;
_appearance.SetData(entity, ToggleableLightVisuals.Color, entity.Comp.ActivatedColor, appearanceComponent);
_appearance.SetData(entity, ToggleableVisuals.Color, entity.Comp.ActivatedColor, appearanceComponent);
}
// Used to make the blade multicolored when using a multitool on it.

View File

@@ -204,7 +204,7 @@ public abstract partial class SharedTetherGunSystem : EntitySystem
TryComp<AppearanceComponent>(gunUid, out var appearance);
_appearance.SetData(gunUid, TetherVisualsStatus.Key, true, appearance);
_appearance.SetData(gunUid, ToggleableLightVisuals.Enabled, true, appearance);
_appearance.SetData(gunUid, ToggleableVisuals.Enabled, true, appearance);
// Target updates
TransformSystem.Unanchor(target, targetXform);
@@ -280,7 +280,7 @@ public abstract partial class SharedTetherGunSystem : EntitySystem
TryComp<AppearanceComponent>(gunUid, out var appearance);
_appearance.SetData(gunUid, TetherVisualsStatus.Key, false, appearance);
_appearance.SetData(gunUid, ToggleableLightVisuals.Enabled, false, appearance);
_appearance.SetData(gunUid, ToggleableVisuals.Enabled, false, appearance);
RemComp<TetheredComponent>(component.Tethered.Value);
_blocker.UpdateCanMove(component.Tethered.Value);

View File

@@ -216,14 +216,14 @@
sprite: Clothing/Hands/Gloves/spaceninja.rsi
layers:
- state: icon
map: [ "enum.ToggleVisuals.Layer" ]
map: [ "enum.ToggleableVisuals.Layer" ]
- type: Clothing
sprite: Clothing/Hands/Gloves/spaceninja.rsi
- type: Appearance
- type: GenericVisualizer
visuals:
enum.ToggleVisuals.Toggled:
enum.ToggleVisuals.Layer:
enum.ToggleableVisuals.Enabled:
enum.ToggleableVisuals.Layer:
True: {state: icon-green}
False: {state: icon}
- type: Insulated
@@ -566,15 +566,15 @@
sprite: Clothing/Hands/Gloves/KnuckleDusters/electricknuckleduster.rsi
layers:
- state: knuckleduster_off
map: [ "enum.ToggleVisuals.Layer" ]
map: [ "enum.ToggleableVisuals.Layer" ]
- type: Clothing
sprite: Clothing/Hands/Gloves/KnuckleDusters/electricknuckleduster.rsi
equippedPrefix: on
- type: Appearance
- type: GenericVisualizer
visuals:
enum.ToggleVisuals.Toggled:
enum.ToggleVisuals.Layer:
enum.ToggleableVisuals.Enabled:
enum.ToggleableVisuals.Layer:
True: {state: knuckleduster_on}
False: {state: knuckleduster_off}
- type: ToggleClothing

View File

@@ -62,7 +62,9 @@
- type: Item
heldPrefix: off
size: Normal
- type: ToggleableLightVisuals
- type: ToggleableVisuals
spriteLayer: light
- type: ItemTogglePointLight
- type: PointLight
enabled: false
radius: 3
@@ -207,7 +209,9 @@
map: [ "light" ]
- type: Clothing
equippedPrefix: off
- type: ToggleableLightVisuals
- type: ToggleableVisuals
spriteLayer: light
- type: ItemTogglePointLight
- type: PointLight
enabled: false
radius: 3

View File

@@ -74,7 +74,7 @@
sprite: Clothing/Head/Hardsuits/paramedhelm.rsi
- type: HandheldLight
addPrefix: false
- type: ToggleableLightVisuals
- type: ToggleableVisuals
spriteLayer: light
clothingVisuals:
head:

View File

@@ -40,7 +40,7 @@
minValue: 0.1
maxValue: 2.0
isLooped: true
- type: ToggleableLightVisuals
- type: ToggleableVisuals
spriteLayer: light
inhandVisuals:
left:
@@ -50,6 +50,7 @@
clothingVisuals:
head:
- state: on-equipped-HELMET
- type: ItemTogglePointLight
- type: PowerCellSlot
cellSlotId: cell_slot
- type: ItemSlots

View File

@@ -24,7 +24,7 @@
map: [ "light" ]
- type: HandheldLight
addPrefix: false
- type: ToggleableLightVisuals
- type: ToggleableVisuals
spriteLayer: light
clothingVisuals:
head:
@@ -90,7 +90,7 @@
map: [ "light" ]
- type: HandheldLight
addPrefix: false
- type: ToggleableLightVisuals
- type: ToggleableVisuals
clothingVisuals:
head:
- state: equipped-head-light
@@ -150,7 +150,7 @@
map: [ "light" ]
- type: HandheldLight
addPrefix: false
- type: ToggleableLightVisuals
- type: ToggleableVisuals
clothingVisuals:
head:
- state: equipped-head-light

View File

@@ -508,7 +508,8 @@
action: ActionToggleJusticeHelm
mustEquip: false
- type: ItemTogglePointLight
- type: ToggleableLightVisuals
- type: ToggleableVisuals
spriteLayer: light
clothingVisuals:
head:
- state: on-equipped-HELMET

View File

@@ -8,20 +8,20 @@
sprite: Clothing/Neck/Misc/headphones.rsi
layers:
- state: icon
map: [ "enum.ToggleVisuals.Layer" ]
map: [ "enum.ToggleableVisuals.Layer" ]
- type: Clothing
equippedPrefix: off
sprite: Clothing/Neck/Misc/headphones.rsi
- type: ToggleableLightVisuals
spriteLayer: enum.ToggleVisuals.Layer
- type: ToggleableVisuals
spriteLayer: enum.ToggleableVisuals.Layer
clothingVisuals:
neck:
- state: on-equipped-NECK
- type: Appearance
- type: GenericVisualizer
visuals:
enum.ToggleVisuals.Toggled:
enum.ToggleVisuals.Layer:
enum.ToggleableVisuals.Enabled:
enum.ToggleableVisuals.Layer:
True: {state: icon-on}
False: {state: icon}
- type: ItemToggle

View File

@@ -243,7 +243,7 @@
walkModifier: 0.9
sprintModifier: 0.9
#Shoulder mounted flashlight
- type: ToggleableLightVisuals
- type: ToggleableVisuals
spriteLayer: light
clothingVisuals:
outerClothing:
@@ -252,6 +252,7 @@
outerClothing-vox:
- state: equipped-OUTERCLOTHING-light-vox
shader: unshaded
- type: ItemTogglePointLight
- type: Appearance
- type: HandheldLight
addPrefix: false

View File

@@ -9,7 +9,7 @@
sprite: Clothing/Shoes/Boots/magboots.rsi
layers:
- state: icon
map: [ "enum.ToggleVisuals.Layer" ]
map: [ "enum.ToggleableVisuals.Layer" ]
- type: Clothing
sprite: Clothing/Shoes/Boots/magboots.rsi
- type: ToggleClothing
@@ -29,8 +29,8 @@
- type: Appearance
- type: GenericVisualizer
visuals:
enum.ToggleVisuals.Toggled:
enum.ToggleVisuals.Layer:
enum.ToggleableVisuals.Enabled:
enum.ToggleableVisuals.Layer:
True: {state: icon-on}
False: {state: icon}
- type: StaticPrice

View File

@@ -127,7 +127,7 @@
sprite: Clothing/Shoes/Boots/speedboots.rsi
layers:
- state: icon
map: [ "enum.ToggleVisuals.Layer" ]
map: [ "enum.ToggleableVisuals.Layer" ]
- type: Clothing
sprite: Clothing/Shoes/Boots/speedboots.rsi
- type: ToggleClothing
@@ -138,8 +138,8 @@
- type: Appearance
- type: GenericVisualizer
visuals:
enum.ToggleVisuals.Toggled:
enum.ToggleVisuals.Layer:
enum.ToggleableVisuals.Enabled:
enum.ToggleableVisuals.Layer:
True: {state: icon-on}
False: {state: icon}
- type: StaticPrice

View File

@@ -220,7 +220,8 @@
minValue: 0.1
maxValue: 2.0
isLooped: true
- type: ToggleableLightVisuals
- type: ToggleableVisuals
spriteLayer: light
- type: PointLight
enabled: false
mask: /Textures/Effects/LightMasks/cone.png

View File

@@ -8,7 +8,7 @@
sprite: Objects/Fun/candy_bucket.rsi
layers:
- state: empty_icon
map: [ "enum.ToggleVisuals.Layer" ]
map: [ "enum.ToggleableVisuals.Layer" ]
- type: ContainerHeld
threshold: 1
- type: Item
@@ -17,8 +17,8 @@
- type: Appearance
- type: GenericVisualizer
visuals:
enum.ToggleVisuals.Toggled:
enum.ToggleVisuals.Layer:
enum.ToggleableVisuals.Enabled:
enum.ToggleableVisuals.Layer:
True: {state: full_icon}
False: {state: empty_icon}
- type: Storage

View File

@@ -12,12 +12,12 @@
- state: screen
shader: unshaded
visible: false
map: ["enum.ToggleVisuals.Layer"]
map: ["enum.ToggleableVisuals.Layer"]
- type: Appearance
- type: GenericVisualizer
visuals:
enum.ToggleVisuals.Toggled:
enum.ToggleVisuals.Layer:
enum.ToggleableVisuals.Enabled:
enum.ToggleableVisuals.Layer:
True: { visible: true }
False: { visible: false }
- type: ItemToggle

View File

@@ -1739,7 +1739,7 @@
color: white
netsync: false
- type: Appearance
- type: ToggleableLightVisuals
- type: ToggleableVisuals
spriteLayer: blade
inhandVisuals:
left:
@@ -2039,8 +2039,8 @@
- type: Appearance
- type: GenericVisualizer
visuals:
enum.ToggleVisuals.Toggled:
enum.ToggleVisuals.Layer:
enum.ToggleableVisuals.Enabled:
enum.ToggleableVisuals.Layer:
True: { state: icon }
False: { state: icon-off }
- type: ItemToggle

View File

@@ -70,18 +70,18 @@
- state: flame
visible: false
shader: unshaded
map: ["enum.ToggleVisuals.Layer"]
map: ["enum.ToggleableVisuals.Layer"]
- type: GenericVisualizer
visuals:
enum.ToggleVisuals.Toggled:
enum.ToggleVisuals.Layer:
enum.ToggleableVisuals.Enabled:
enum.ToggleableVisuals.Layer:
True: { visible: true }
False: { visible: false }
- type: EntityStorageVisuals
stateBaseClosed: lamp
stateDoorOpen: lamp
stateDoorClosed: lamptop
- type: ToggleableLightVisuals
- type: ToggleableVisuals
spriteLayer: flame
inhandVisuals:
left:

View File

@@ -41,7 +41,7 @@
- type: FireVisuals
sprite: Objects/Misc/candles.rsi
normalState: fire-big
- type: ToggleableLightVisuals
- type: ToggleableVisuals
spriteLayer: null
inhandVisuals:
left:

View File

@@ -8,7 +8,7 @@
sprite: Objects/Misc/fire_extinguisher.rsi
layers:
- state: fire_extinguisher_closed
map: [ "enum.ToggleVisuals.Layer" ]
map: [ "enum.ToggleableVisuals.Layer" ]
- type: Item
sprite: Objects/Misc/fire_extinguisher.rsi
size: Normal
@@ -67,8 +67,8 @@
- FireExtinguisher
- type: GenericVisualizer
visuals:
enum.ToggleVisuals.Toggled:
enum.ToggleVisuals.Layer:
enum.ToggleableVisuals.Enabled:
enum.ToggleableVisuals.Layer:
True: { state: fire_extinguisher_open }
False: { state: fire_extinguisher_closed }
- type: PhysicalComposition

View File

@@ -45,7 +45,9 @@
radius: 3
energy: 2
netsync: false
- type: ToggleableLightVisuals
- type: ToggleableVisuals
spriteLayer: light
- type: ItemTogglePointLight
- type: Appearance
- type: Physics
canCollide: false

View File

@@ -28,12 +28,12 @@
sprite: Objects/Misc/landmine.rsi
layers:
- state: landmine-inactive
map: [ "enum.ToggleVisuals.Layer" ]
map: [ "enum.ToggleableVisuals.Layer" ]
- type: Appearance
- type: GenericVisualizer
visuals:
enum.ToggleVisuals.Toggled:
enum.ToggleVisuals.Layer:
enum.ToggleableVisuals.Enabled:
enum.ToggleableVisuals.Layer:
True: {state: landmine}
False: {state: landmine-inactive}
- type: Damageable

View File

@@ -401,7 +401,7 @@
heldPrefix: eshield
- type: UseDelay
delay: 0.5
- type: ToggleableLightVisuals
- type: ToggleableVisuals
spriteLayer: shield
inhandVisuals:
left:
@@ -513,7 +513,7 @@
heldPrefix: teleriot
- type: UseDelay
delay: 0.5
- type: ToggleableLightVisuals
- type: ToggleableVisuals
spriteLayer: shield
inhandVisuals:
left:

View File

@@ -10,14 +10,14 @@
layers:
- state: icon
- state: screen
map: [ "enum.ToggleVisuals.Layer" ]
map: [ "enum.ToggleableVisuals.Layer" ]
visible: false
shader: unshaded
- type: Appearance
- type: GenericVisualizer
visuals:
enum.ToggleVisuals.Toggled:
enum.ToggleVisuals.Layer:
enum.ToggleableVisuals.Enabled:
enum.ToggleableVisuals.Layer:
True: { visible: true }
False: { visible: false }
- type: Item
@@ -76,7 +76,7 @@
layers:
- state: icon
- state: screen
map: [ "enum.ToggleVisuals.Layer" ]
map: [ "enum.ToggleableVisuals.Layer" ]
visible: false
shader: unshaded
- state: ready
@@ -106,7 +106,7 @@
layers:
- state: icon
- state: screen
map: [ "enum.ToggleVisuals.Layer" ]
map: [ "enum.ToggleableVisuals.Layer" ]
visible: false
shader: unshaded
- state: ready

View File

@@ -36,12 +36,12 @@
- state: screen
shader: unshaded
visible: false
map: ["enum.ToggleVisuals.Layer"]
map: ["enum.ToggleableVisuals.Layer"]
- type: Appearance
- type: GenericVisualizer
visuals:
enum.ToggleVisuals.Toggled:
enum.ToggleVisuals.Layer:
enum.ToggleableVisuals.Enabled:
enum.ToggleableVisuals.Layer:
True: { visible: true }
False: { visible: false }
- type: ItemToggle

View File

@@ -12,7 +12,7 @@
- state: icon-o
shader: unshaded
visible: false
map: ["enum.ToggleVisuals.Layer"]
map: ["enum.ToggleableVisuals.Layer"]
- type: ItemToggleActiveSound
activeSound:
path: /Audio/Ambience/Objects/light_hum.ogg
@@ -22,8 +22,8 @@
- type: Appearance
- type: GenericVisualizer
visuals:
enum.ToggleVisuals.Toggled:
enum.ToggleVisuals.Layer:
enum.ToggleableVisuals.Enabled:
enum.ToggleableVisuals.Layer:
True: { visible: true }
False: { visible: false }
- type: ItemToggle
@@ -66,7 +66,7 @@
- state: adv-o
shader: unshaded
visible: false
map: ["enum.ToggleVisuals.Layer"]
map: ["enum.ToggleableVisuals.Layer"]
- type: Item
storedRotation: -90
- type: MiningScanner

View File

@@ -36,7 +36,9 @@
nameFormat: name-format-nukie-generic
- type: Damageable
damageContainer: Inorganic
- type: ToggleableLightVisuals
- type: ToggleableVisuals
spriteLayer: light
- type: ItemTogglePointLight
- type: Foldable
folded: true
- type: PowerCellSlot

View File

@@ -27,7 +27,7 @@
minValue: 0.1
maxValue: 2.0
isLooped: true
- type: ToggleableLightVisuals
- type: ToggleableVisuals
spriteLayer: light
inhandVisuals:
left:
@@ -36,6 +36,7 @@
right:
- state: inhand-right-light
shader: unshaded
- type: ItemTogglePointLight
- type: PowerCellSlot
cellSlotId: cell_slot
- type: ContainerContainer
@@ -91,7 +92,7 @@
- type: HandheldLight
addPrefix: false
wattage: 0.5
- type: ToggleableLightVisuals
- type: ToggleableVisuals
inhandVisuals:
left:
- state: inhand-left-light

View File

@@ -42,7 +42,9 @@
color: "#FFC458"
netsync: false
- type: Appearance
- type: ToggleableLightVisuals
- type: ToggleableVisuals
spriteLayer: light
- type: ItemTogglePointLight
- type: PowerCellSlot
cellSlotId: cell_slot
- type: ItemSlots

View File

@@ -47,11 +47,11 @@
basic_icon_base-11: ""
- type: GenericVisualizer
visuals:
enum.ToggleVisuals.Toggled:
enum.ToggleableVisuals.Enabled:
flame:
True: { visible: true }
False: { visible: false }
- type: ToggleableLightVisuals
- type: ToggleableVisuals
spriteLayer: lighter_flame
inhandVisuals:
left:
@@ -164,7 +164,7 @@
- type: Appearance
- type: GenericVisualizer
visuals:
enum.ToggleVisuals.Toggled:
enum.ToggleableVisuals.Enabled:
flame:
True: { visible: true }
False: { visible: false }
@@ -188,7 +188,7 @@
fuelConsumption: 0.01
fuelLitCost: 0.1
tankSafe: true
- type: ToggleableLightVisuals
- type: ToggleableVisuals
spriteLayer: lighter_flame
inhandVisuals:
left:

View File

@@ -14,11 +14,11 @@
- state: welder_flame
visible: false
shader: unshaded
map: ["enum.ToggleVisuals.Layer"]
map: ["enum.ToggleableVisuals.Layer"]
- type: GenericVisualizer
visuals:
enum.ToggleVisuals.Toggled:
enum.ToggleVisuals.Layer:
enum.ToggleableVisuals.Enabled:
enum.ToggleableVisuals.Layer:
True: { visible: true }
False: { visible: false }
- type: Item
@@ -59,7 +59,7 @@
components:
- type: DisarmMalus
malus: 0.6
- type: ToggleableLightVisuals
- type: ToggleableVisuals
spriteLayer: flame
inhandVisuals:
left:

View File

@@ -218,7 +218,7 @@
map: [ "unshaded" ]
shader: unshaded
visible: false
- type: ToggleableLightVisuals
- type: ToggleableVisuals
spriteLayer: unshaded
inhandVisuals:
left:
@@ -266,7 +266,7 @@
map: [ "unshaded" ]
shader: unshaded
visible: false
- type: ToggleableLightVisuals
- type: ToggleableVisuals
spriteLayer: unshaded
inhandVisuals:
left:
@@ -338,7 +338,7 @@
map: [ "unshaded" ]
shader: unshaded
visible: false
- type: ToggleableLightVisuals
- type: ToggleableVisuals
spriteLayer: unshaded
inhandVisuals:
left:
@@ -380,7 +380,7 @@
map: [ "unshaded" ]
shader: unshaded
visible: false
- type: ToggleableLightVisuals
- type: ToggleableVisuals
spriteLayer: unshaded
inhandVisuals:
left:

View File

@@ -23,6 +23,7 @@
- type: ItemToggleSize
activatedSize: Huge
- type: ItemTogglePointLight
toggleableVisualsColorModulatesLights: true
- type: ItemToggleMeleeWeapon
activatedSoundOnHit:
path: /Audio/Weapons/eblade1.ogg
@@ -59,7 +60,7 @@
color: white
netsync: false
- type: Appearance
- type: ToggleableLightVisuals # Add support for multiple layers
- type: ToggleableVisuals # Add support for multiple layers
spriteLayer: blade
inhandVisuals:
left:

View File

@@ -8,7 +8,7 @@
sprite: Objects/Weapons/Melee/stunprod.rsi
layers:
- state: stunprod_off
map: [ "enum.ToggleVisuals.Layer" ]
map: [ "enum.ToggleableVisuals.Layer" ]
- type: ItemToggle
soundActivate:
collection: sparks
@@ -59,8 +59,8 @@
- type: Appearance
- type: GenericVisualizer
visuals:
enum.ToggleVisuals.Toggled:
enum.ToggleVisuals.Layer:
enum.ToggleableVisuals.Enabled:
enum.ToggleableVisuals.Layer:
True: {state: stunprod_on}
False: {state: stunprod_off}
- type: StaticPrice

View File

@@ -8,7 +8,7 @@
sprite: Objects/Weapons/Melee/stunbaton.rsi
layers:
- state: stunbaton_off
map: [ "enum.ToggleVisuals.Layer" ]
map: [ "enum.ToggleableVisuals.Layer" ]
- type: Stunbaton
energyPerUse: 50
- type: ItemToggle
@@ -64,8 +64,8 @@
- type: Appearance
- type: GenericVisualizer
visuals:
enum.ToggleVisuals.Toggled:
enum.ToggleVisuals.Layer:
enum.ToggleableVisuals.Enabled:
enum.ToggleableVisuals.Layer:
True: {state: stunbaton_on}
False: {state: stunbaton_off}
- type: StaticPrice