Adds a Visualizer for the Gravity Generator (#2277)
* Adds Visualizer to GravityGenerator * nullable * snake bad * -Reads layers from yaml -Reads sprite states from yaml * Fix GravityGridTest
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@@ -14,6 +14,7 @@ using Robust.Server.GameObjects.Components.UserInterface;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.ComponentDependencies;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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@@ -23,6 +24,7 @@ namespace Content.Server.GameObjects.Components.Gravity
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[RegisterComponent]
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public class GravityGeneratorComponent : SharedGravityGeneratorComponent, IInteractUsing, IBreakAct, IInteractHand
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{
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[ComponentDependency] private readonly AppearanceComponent? _appearance = default!;
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private bool _switchedOn;
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@@ -81,7 +83,7 @@ namespace Content.Server.GameObjects.Components.Gravity
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _switchedOn, "switched_on", true);
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serializer.DataField(ref _switchedOn, "switchedOn", true);
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serializer.DataField(ref _intact, "intact", true);
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}
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@@ -167,52 +169,32 @@ namespace Content.Server.GameObjects.Components.Gravity
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{
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_status = GravityGeneratorStatus.Broken;
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if (Owner.TryGetComponent(out SpriteComponent? sprite))
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{
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sprite.LayerSetState(0, "broken");
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sprite.LayerSetVisible(1, false);
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}
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_appearance?.SetData(GravityGeneratorVisuals.State, Status);
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_appearance?.SetData(GravityGeneratorVisuals.CoreVisible, false);
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}
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private void MakeUnpowered()
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{
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_status = GravityGeneratorStatus.Unpowered;
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if (Owner.TryGetComponent(out SpriteComponent? sprite))
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{
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sprite.LayerSetState(0, "off");
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sprite.LayerSetVisible(1, false);
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}
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_appearance?.SetData(GravityGeneratorVisuals.State, Status);
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_appearance?.SetData(GravityGeneratorVisuals.CoreVisible, false);
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}
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private void MakeOff()
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{
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_status = GravityGeneratorStatus.Off;
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if (Owner.TryGetComponent(out SpriteComponent? sprite))
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{
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sprite.LayerSetState(0, "off");
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sprite.LayerSetVisible(1, false);
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}
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_appearance?.SetData(GravityGeneratorVisuals.State, Status);
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_appearance?.SetData(GravityGeneratorVisuals.CoreVisible, false);
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}
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private void MakeOn()
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{
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_status = GravityGeneratorStatus.On;
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if (Owner.TryGetComponent(out SpriteComponent? sprite))
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{
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sprite.LayerSetState(0, "on");
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sprite.LayerSetVisible(1, true);
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}
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_appearance?.SetData(GravityGeneratorVisuals.State, Status);
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_appearance?.SetData(GravityGeneratorVisuals.CoreVisible, true);
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}
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}
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public enum GravityGeneratorStatus
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{
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Broken,
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Unpowered,
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Off,
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On
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}
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}
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