Make energy swords use RgbLightController (#7344)

This commit is contained in:
Leon Friedrich
2022-04-16 17:11:48 +12:00
committed by GitHub
parent 1dcaa2d44b
commit a231429cb4
35 changed files with 240 additions and 583 deletions

View File

@@ -1,17 +1,10 @@
using Content.Client.Items.Components;
using Content.Shared.Hands.Components;
using Content.Shared.Light.Component;
using Robust.Client.Graphics;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.Analyzers;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Timing;
using System.Collections.Generic;
using static Robust.Client.UserInterface.Controls.BoxContainer;
using static Robust.Shared.GameObjects.SharedSpriteComponent;
namespace Content.Client.Light.Components
{
@@ -32,26 +25,6 @@ namespace Content.Client.Light.Components
[DataField("addPrefix")]
public bool AddPrefix = false;
/// <summary>
/// Sprite layer that will have it's visibility toggled when this item is toggled.
/// </summary>
[DataField("layer")]
public string Layer = "light";
/// <summary>
/// Layers to add to the sprite of the player that is holding this entity.
/// </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.
/// </summary>
[DataField("clothingVisuals")]
public readonly Dictionary<string, List<PrototypeLayerData>> ClothingVisuals = new();
public Color Color { get; internal set; }
public Control MakeControl()
{
return new StatusControl(this);

View File

@@ -1,13 +1,8 @@
using Content.Client.Clothing;
using Content.Client.Items.Systems;
using Content.Client.Light.Components;
using Content.Shared.Clothing;
using Content.Shared.Hands;
using Content.Shared.Item;
using Content.Shared.Light.Component;
using Robust.Client.GameObjects;
using Robust.Shared.GameStates;
using System.Linq;
namespace Content.Client.Light;
@@ -19,59 +14,6 @@ public sealed class HandheldLightSystem : EntitySystem
{
base.Initialize();
SubscribeLocalEvent<HandheldLightComponent, ComponentHandleState>(OnHandleState);
SubscribeLocalEvent<HandheldLightComponent, GetInhandVisualsEvent>(OnGetHeldVisuals, after: new[] { typeof(ItemSystem) } );
SubscribeLocalEvent<HandheldLightComponent, GetEquipmentVisualsEvent>(OnGetEquipmentVisuals, after: new[] { typeof(ClothingSystem)});
}
/// <summary>
/// Add the unshaded light overlays to any clothing sprites.
/// </summary>
private void OnGetEquipmentVisuals(EntityUid uid, HandheldLightComponent component, GetEquipmentVisualsEvent args)
{
if (!component.Activated)
return;
if (!component.ClothingVisuals.TryGetValue(args.Slot, out var layers))
return;
var i = 0;
foreach (var layer in layers)
{
var key = layer.MapKeys?.FirstOrDefault();
if (key == null)
{
key = i == 0 ? $"{args.Slot}-light" : $"{args.Slot}-light-{i}";
i++;
}
args.Layers.Add((key, layer));
}
}
/// <summary>
/// Add the unshaded light overlays to any in-hand sprites.
/// </summary>
private void OnGetHeldVisuals(EntityUid uid, HandheldLightComponent component, GetInhandVisualsEvent args)
{
if (!component.Activated)
return;
if (!component.InhandVisuals.TryGetValue(args.Location, out var layers))
return;
var i = 0;
var defaultKey = $"inhand-{args.Location.ToString().ToLowerInvariant()}-light";
foreach (var layer in layers)
{
var key = layer.MapKeys?.FirstOrDefault();
if (key == null)
{
key = i == 0 ? defaultKey : $"{defaultKey}-{i}";
i++;
}
args.Layers.Add((key, layer));
}
}
private void OnHandleState(EntityUid uid, HandheldLightComponent component, ref ComponentHandleState args)
@@ -85,21 +27,13 @@ public sealed class HandheldLightSystem : EntitySystem
return;
component.Activated = state.Activated;
_itemSys.VisualsChanged(uid);
if (TryComp(component.Owner, out SpriteComponent? sprite))
{
sprite.LayerSetVisible(component.Layer, state.Activated);
}
if (TryComp(uid, out PointLightComponent? light))
{
light.Enabled = state.Activated;
}
// really hand-held lights should be using a separate unshaded layer. (see FlashlightVisualizer)
// this prefix stuff is largely for backwards compatibility with RSIs/yamls that have not been updated.
if (component.AddPrefix && TryComp(uid, out SharedItemComponent? item))
{
item.EquippedPrefix = state.Activated ? "on" : "off";
_itemSys.VisualsChanged(uid);
}
}
}

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@@ -0,0 +1,33 @@
using Content.Shared.Hands.Components;
using static Robust.Shared.GameObjects.SharedSpriteComponent;
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 class ToggleableLightVisualsComponent : Component
{
/// <summary>
/// Sprite layer that will have it's 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 readonly Dictionary<string, List<PrototypeLayerData>> ClothingVisuals = new();
}

View File

@@ -0,0 +1,113 @@
using Content.Client.Clothing;
using Content.Client.Items.Systems;
using Content.Shared.Clothing;
using Content.Shared.Hands;
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!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ToggleableLightVisualsComponent, GetInhandVisualsEvent>(OnGetHeldVisuals, after: new[] { typeof(ItemSystem) });
SubscribeLocalEvent<ToggleableLightVisualsComponent, GetEquipmentVisualsEvent>(OnGetEquipmentVisuals, after: new[] { typeof(ClothingSystem) });
}
protected override void OnAppearanceChange(EntityUid uid, ToggleableLightVisualsComponent component, ref AppearanceChangeEvent args)
{
if (!args.Component.TryGetData(ToggleableLightVisuals.Enabled, out bool enabled))
return;
var modulate = args.Component.TryGetData(ToggleableLightVisuals.Color, out Color color);
// Update the item's sprite
if (TryComp(uid, out SpriteComponent? sprite) && sprite.LayerMapTryGet(component.SpriteLayer, out var layer))
{
sprite.LayerSetVisible(layer, enabled);
if (modulate)
sprite.LayerSetColor(layer, color);
}
// Update any point-lights
if (TryComp(uid, out PointLightComponent? light))
{
DebugTools.Assert(!light.NetSyncEnabled, "light visualizers require point lights without net-sync");
light.Enabled = enabled;
if (enabled && modulate)
light.Color = color;
}
// 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)
|| !appearance.TryGetData(ToggleableLightVisuals.Enabled, out bool enabled)
|| !enabled)
return;
if (!component.ClothingVisuals.TryGetValue(args.Slot, out var layers))
return;
var modulate = appearance.TryGetData(ToggleableLightVisuals.Color, out Color color);
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)
|| !appearance.TryGetData(ToggleableLightVisuals.Enabled, out bool enabled)
|| !enabled)
return;
if (!component.InhandVisuals.TryGetValue(args.Location, out var layers))
return;
var modulate = appearance.TryGetData(ToggleableLightVisuals.Color, out Color color);
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

@@ -1,96 +0,0 @@
using Content.Shared.Item;
using Content.Shared.Weapons.Melee;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
namespace Content.Client.Weapons.Melee;
public sealed class EnergySwordVisualizer : AppearanceVisualizer
{
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
var entManager = IoCManager.Resolve<IEntityManager>();
component.TryGetData(EnergySwordVisuals.State, out EnergySwordStatus? status);
status ??= EnergySwordStatus.Off;
component.TryGetData(EnergySwordVisuals.Color, out Color? color);
color ??= Color.DodgerBlue;
entManager.TryGetComponent(component.Owner, out SpriteComponent? spriteComponent);
if ((status & EnergySwordStatus.On) != 0x0)
{
TurnOn(component, status.Value, color.Value, entManager, spriteComponent);
}
else
{
TurnOff(component, status.Value, entManager, spriteComponent);
}
}
private void TurnOn(
AppearanceComponent component,
EnergySwordStatus status,
Color color,
IEntityManager entManager,
SpriteComponent? spriteComponent = null)
{
if ((status & EnergySwordStatus.Hacked) != 0x0)
{
if (entManager.TryGetComponent(component.Owner, out SharedItemComponent? itemComponent))
{
itemComponent.EquippedPrefix = "on-rainbow";
}
//todo: figure out how to use the RGBLightControllerSystem to phase out the rainbow sprite AND add lights.
spriteComponent?.LayerSetColor(1, Color.White);
spriteComponent?.LayerSetVisible(1, false);
spriteComponent?.LayerSetState(0, "e_sword_rainbow_on");
}
else
{
if (entManager.TryGetComponent(component.Owner, out SharedItemComponent? itemComponent))
{
itemComponent.EquippedPrefix = "on";
itemComponent.Color = color;
}
spriteComponent?.LayerSetColor(1, color);
spriteComponent?.LayerSetVisible(1, true);
if (entManager.TryGetComponent(component.Owner, out PointLightComponent? pointLightComponent))
{
pointLightComponent.Color = color;
pointLightComponent.Enabled = true;
}
}
}
private void TurnOff(
AppearanceComponent component,
EnergySwordStatus status,
IEntityManager entManager,
SpriteComponent? spriteComponent = null)
{
if (entManager.TryGetComponent(component.Owner, out SharedItemComponent? itemComponent))
{
itemComponent.EquippedPrefix = "off";
}
if ((status & EnergySwordStatus.Hacked) != 0x0)
{
spriteComponent?.LayerSetState(0, "e_sword");
}
else
{
spriteComponent?.LayerSetVisible(1, false);
}
if (entManager.TryGetComponent(component.Owner, out PointLightComponent? pointLightComponent))
{
pointLightComponent.Enabled = false;
}
}
}

View File

@@ -20,6 +20,7 @@ namespace Content.Server.Entry
"ItemCabinetVisuals",
"DiseaseMachineVisuals",
"HandheldGPS",
"ToggleableLightVisuals",
"PotencyVisuals",
"PaperVisuals"
};

View File

@@ -183,10 +183,13 @@ namespace Content.Server.Light.EntitySystems
_actionSystem.SetToggled(component.ToggleAction, false);
_activeLights.Remove(component);
component.LastLevel = null;
component.Dirty(EntityManager);
Dirty(component);
if (TryComp(component.Owner, out AppearanceComponent? appearance))
appearance.SetData(ToggleableLightVisuals.Enabled, false);
if (makeNoise)
SoundSystem.Play(Filter.Pvs(component.Owner), component.TurnOffSound.GetSound(), component.Owner);
SoundSystem.Play(Filter.Pvs(component.Owner, entityManager: EntityManager), component.TurnOffSound.GetSound(), component.Owner);
return true;
}
@@ -197,7 +200,7 @@ namespace Content.Server.Light.EntitySystems
if (!_powerCell.TryGetBatteryFromSlot(component.Owner, out var battery))
{
SoundSystem.Play(Filter.Pvs(component.Owner), component.TurnOnFailSound.GetSound(), component.Owner);
SoundSystem.Play(Filter.Pvs(component.Owner, entityManager: EntityManager), component.TurnOnFailSound.GetSound(), component.Owner);
_popup.PopupEntity(Loc.GetString("handheld-light-component-cell-missing-message"), component.Owner, Filter.Entities(user));
return false;
}
@@ -207,7 +210,7 @@ namespace Content.Server.Light.EntitySystems
// Simple enough.
if (component.Wattage > battery.CurrentCharge)
{
SoundSystem.Play(Filter.Pvs(component.Owner), component.TurnOnFailSound.GetSound(), component.Owner);
SoundSystem.Play(Filter.Pvs(component.Owner, entityManager: EntityManager), component.TurnOnFailSound.GetSound(), component.Owner);
_popup.PopupEntity(Loc.GetString("handheld-light-component-cell-dead-message"), component.Owner, Filter.Entities(user));
return false;
}
@@ -219,7 +222,10 @@ namespace Content.Server.Light.EntitySystems
component.LastLevel = GetLevel(component);
Dirty(component);
SoundSystem.Play(Filter.Pvs(component.Owner), component.TurnOnSound.GetSound(), component.Owner);
if (TryComp(component.Owner, out AppearanceComponent? appearance))
appearance.SetData(ToggleableLightVisuals.Enabled, true);
SoundSystem.Play(Filter.Pvs(component.Owner, entityManager: EntityManager), component.TurnOnSound.GetSound(), component.Owner);
return true;
}

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@@ -1,9 +1,5 @@
using System.Collections.Generic;
using Content.Shared.Damage;
using Content.Shared.Sound;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Weapon.Melee.EnergySword
{
@@ -15,6 +11,13 @@ namespace Content.Server.Weapon.Melee.EnergySword
public bool Hacked = false;
public bool Activated = false;
/// <summary>
/// RGB cycle rate for hacked e-swords.
/// </summary>
[DataField("cycleRate")]
public float CycleRate = 1f;
[DataField("hitSound")]
public SoundSpecifier HitSound { get; set; } = new SoundPathSpecifier("/Audio/Weapons/eblade1.ogg");

View File

@@ -1,12 +1,11 @@
using Content.Shared.ActionBlocker;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Item;
using Content.Shared.Light;
using Content.Shared.Light.Component;
using Content.Shared.Toggleable;
using Content.Shared.Tools.Components;
using Content.Shared.Weapons.Melee;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Player;
using Robust.Shared.Random;
@@ -15,6 +14,7 @@ namespace Content.Server.Weapon.Melee.EnergySword
public sealed class EnergySwordSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedRgbLightControllerSystem _rgbSystem = default!;
public override void Initialize()
{
@@ -55,6 +55,8 @@ namespace Content.Server.Weapon.Melee.EnergySword
{
TurnOn(comp);
}
UpdateAppearance(comp);
}
private void TurnOff(EnergySwordComponent comp)
@@ -67,10 +69,9 @@ namespace Content.Server.Weapon.Melee.EnergySword
item.Size = 5;
}
SoundSystem.Play(Filter.Pvs(comp.Owner), comp.DeActivateSound.GetSound(), comp.Owner);
SoundSystem.Play(Filter.Pvs(comp.Owner, entityManager: EntityManager), comp.DeActivateSound.GetSound(), comp.Owner);
comp.Activated = false;
UpdateAppearance(comp, item);
}
private void TurnOn(EnergySwordComponent comp)
@@ -83,43 +84,36 @@ namespace Content.Server.Weapon.Melee.EnergySword
item.Size = 9999;
}
SoundSystem.Play(Filter.Pvs(comp.Owner), comp.ActivateSound.GetSound(), comp.Owner);
SoundSystem.Play(Filter.Pvs(comp.Owner, entityManager: EntityManager), comp.ActivateSound.GetSound(), comp.Owner);
comp.Activated = true;
UpdateAppearance(comp, item);
}
private void UpdateAppearance(EnergySwordComponent component, SharedItemComponent? itemComponent = null)
private void UpdateAppearance(EnergySwordComponent component)
{
if (!EntityManager.TryGetComponent(component.Owner, out AppearanceComponent? appearanceComponent)) return;
if (!TryComp(component.Owner, out AppearanceComponent? appearanceComponent))
return;
appearanceComponent.SetData(EnergySwordVisuals.Color, component.BladeColor);
var status = component.Activated ? EnergySwordStatus.On : EnergySwordStatus.Off;
if (component.Hacked)
status |= EnergySwordStatus.Hacked;
appearanceComponent.SetData(EnergySwordVisuals.State, status);
// wew itemcomp
if (Resolve(component.Owner, ref itemComponent, false))
{
itemComponent.EquippedPrefix = component.Activated ? "on" : "off";
itemComponent.Color = component.BladeColor;
}
appearanceComponent.SetData(ToggleableLightVisuals.Enabled, component.Activated);
appearanceComponent.SetData(ToggleableLightVisuals.Color, component.BladeColor);
}
private void OnInteractUsing(EntityUid uid, EnergySwordComponent comp, InteractUsingEvent args)
{
if (args.Handled) return;
if (comp.Hacked)
return;
if (!TryComp(args.Used, out ToolComponent? tool) || !tool.Qualities.ContainsAny("Pulsing")) return;
args.Handled = true;
comp.Hacked = true;
UpdateAppearance(comp);
comp.Hacked = !comp.Hacked;
if (comp.Hacked)
{
var rgb = EnsureComp<RgbLightControllerComponent>(uid);
_rgbSystem.SetCycleRate(uid, comp.CycleRate, rgb);
}
else
RemComp<RgbLightControllerComponent>(uid);
}
}
}

View File

@@ -64,23 +64,6 @@ namespace Content.Shared.Item
[DataField("EquipSound")]
public SoundSpecifier? EquipSound { get; set; } = default!;
// TODO REMOVE. Currently nonfunctional and only used by RGB system. #6253 Fixes this but requires #6252
/// <summary>
/// Color of the sprite shown on the player when this item is in their hands.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public Color Color
{
get => _color;
set
{
_color = value;
Dirty();
}
}
[DataField("color")]
private Color _color = Color.White;
/// <summary>
/// Rsi of the sprite shown on the player when this item is in their hands. Used to generate a default entry for <see cref="InhandVisuals"/>
/// </summary>

View File

@@ -0,0 +1,11 @@
using Robust.Shared.Serialization;
namespace Content.Shared.Toggleable;
// Appearance Data key
[Serializable, NetSerializable]
public enum ToggleableLightVisuals
{
Enabled,
Color
}

View File

@@ -1,20 +0,0 @@
using System;
using Robust.Shared.Serialization;
namespace Content.Shared.Weapons.Melee;
[Serializable, NetSerializable, Flags]
public enum EnergySwordStatus : byte
{
Off = 0,
On = 1 << 0,
Hacked = 1 << 1,
}
[Serializable, NetSerializable]
public enum EnergySwordVisuals : byte
{
State,
Color,
}

View File

@@ -17,6 +17,8 @@
map: [ "light" ]
- type: HandheldLight
addPrefix: false
- type: ToggleableLightVisuals
spriteLayer: light
inhandVisuals:
left:
- state: inhand-left-light

View File

@@ -10,6 +10,14 @@
- DroneUsable
- type: HandheldLight
addPrefix: false
toggleAction:
name: action-name-toggle-light
description: action-description-toggle-light
icon: Objects/Tools/flashlight.rsi/flashlight.png
iconOn: Objects/Tools/flashlight.rsi/flashlight-on.png
event: !type:ToggleActionEvent
- type: ToggleableLightVisuals
spriteLayer: light
inhandVisuals:
left:
- state: inhand-left-light

View File

@@ -19,6 +19,7 @@
color: "#FFFFFF"
visible: false
shader: unshaded
map: [ "blade" ]
- type: MeleeWeapon
damage:
types:
@@ -35,8 +36,15 @@
energy: 2
color: white
- type: Appearance
visuals:
- type: EnergySwordVisualizer
- type: ToggleableLightVisuals
spriteLayer: blade
inhandVisuals:
left:
- state: inhand-left-blade
shader: unshaded
right:
- state: inhand-right-blade
shader: unshaded
- type: entity
name: pen
@@ -59,6 +67,7 @@
color: "#FFFFFF"
visible: false
shader: unshaded
map: [ "blade" ]
- type: MeleeWeapon
damage:
types:
@@ -75,8 +84,15 @@
energy: 1.5
color: white
- type: Appearance
visuals:
- type: EnergySwordVisualizer
- type: ToggleableLightVisuals
spriteLayer: blade
inhandVisuals:
left:
- state: inhand-left-blade
shader: unshaded
right:
- state: inhand-right-blade
shader: unshaded
- type: Tag
tags:
- Write

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@@ -11,40 +11,12 @@
"name": "e_sword"
},
{
"name": "off-inhand-left",
"name": "inhand-left",
"directions": 4
},
{
"name": "off-inhand-right",
"name": "inhand-right",
"directions": 4
},
{
"name": "e_sword_rainbow_on",
"delays": [
[
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1
]
]
},
{
"name": "e_sword_on",
"delays": [
[
0.1,
0.1
]
]
},
{
"name": "e_sword_blade",
@@ -56,7 +28,7 @@
]
},
{
"name": "on-inhand-left",
"name": "inhand-left-blade",
"directions": 4,
"delays": [
[
@@ -78,7 +50,7 @@
]
},
{
"name": "on-inhand-right",
"name": "inhand-right-blade",
"directions": 4,
"delays": [
[
@@ -98,130 +70,6 @@
0.1
]
]
},
{
"name": "on-rainbow-inhand-left",
"directions": 4,
"delays": [
[
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1
],
[
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1
],
[
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1
],
[
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1
]
]
},
{
"name": "on-rainbow-inhand-right",
"directions": 4,
"delays": [
[
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1
],
[
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1
],
[
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1
],
[
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1
]
]
}
]
}

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@@ -11,40 +11,12 @@
"name": "e_sword"
},
{
"name": "off-inhand-left",
"name": "inhand-left",
"directions": 4
},
{
"name": "off-inhand-right",
"name": "inhand-right",
"directions": 4
},
{
"name": "e_sword_rainbow_on",
"delays": [
[
0.1,
0.1,
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0.1,
0.1,
0.1,
0.1,
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]
]
},
{
"name": "e_sword_on",
"delays": [
[
0.1,
0.1
]
]
},
{
"name": "e_sword_blade",
@@ -56,7 +28,7 @@
]
},
{
"name": "on-inhand-left",
"name": "inhand-left-blade",
"directions": 4,
"delays": [
[
@@ -78,7 +50,7 @@
]
},
{
"name": "on-inhand-right",
"name": "inhand-right-blade",
"directions": 4,
"delays": [
[
@@ -98,130 +70,6 @@
0.1
]
]
},
{
"name": "on-rainbow-inhand-left",
"directions": 4,
"delays": [
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{
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}
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}
}

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