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
This commit is contained in:
Exp
2020-10-18 13:08:41 +02:00
committed by GitHub
parent ef905cf3e2
commit a7ca11611d
6 changed files with 111 additions and 32 deletions

View File

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