Prettier window breaking (#2368)

* Put the damage in the windows

* add crack overlays

* Window cracking

* glass related sounds

* let's use a valid state

* run optipng on these for posterity

* Examine damage descriptions

* add "Constructible" to dictionary

* Downmix stereo effects to mono

* breaking and knocking

* Add shard etc. sprites

* shard inhands

* more sprite wrangling

* Expand destructiblecomponent drop system + implement it for windows

* Shard descriptions

* Random sprite component

* no nullbabby

* Random destroysounds

* random offset on destructible drops

* fix fucked yaml

* sound collections

* random pitch for knocking

* Localization

* hascomponent

* better spawnondestroy

* missed one
This commit is contained in:
Peter Wedder
2020-10-29 21:42:11 +02:00
committed by GitHub
parent 68078e626a
commit bd4f2b41df
86 changed files with 1447 additions and 61 deletions

View File

@@ -1,4 +1,5 @@
using Content.Client.GameObjects.EntitySystems;
using System.Diagnostics.CodeAnalysis;
using Content.Client.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components;
using Robust.Client.GameObjects;
using Robust.Client.Interfaces.GameObjects.Components;
@@ -34,14 +35,33 @@ namespace Content.Client.GameObjects.Components
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new WindowSmoothDirtyEvent(Owner));
var state0 = $"{_stateBase}0";
const string cracksRSIPath = "/Textures/Constructible/Structures/Windows/cracks.rsi";
_sprite.LayerMapSet(CornerLayers.SE, _sprite.AddLayerState(state0));
_sprite.LayerSetDirOffset(CornerLayers.SE, SpriteComponent.DirectionOffset.None);
_sprite.LayerMapSet(WindowDamageLayers.DamageSE, _sprite.AddLayerState("0_1", cracksRSIPath));
_sprite.LayerSetShader(WindowDamageLayers.DamageSE, "unshaded");
_sprite.LayerSetVisible(WindowDamageLayers.DamageSE, false);
_sprite.LayerMapSet(CornerLayers.NE, _sprite.AddLayerState(state0));
_sprite.LayerSetDirOffset(CornerLayers.NE, SpriteComponent.DirectionOffset.CounterClockwise);
_sprite.LayerMapSet(WindowDamageLayers.DamageNE, _sprite.AddLayerState("0_1", cracksRSIPath));
_sprite.LayerSetDirOffset(WindowDamageLayers.DamageNE, SpriteComponent.DirectionOffset.CounterClockwise);
_sprite.LayerSetShader(WindowDamageLayers.DamageNE, "unshaded");
_sprite.LayerSetVisible(WindowDamageLayers.DamageNE, false);
_sprite.LayerMapSet(CornerLayers.NW, _sprite.AddLayerState(state0));
_sprite.LayerSetDirOffset(CornerLayers.NW, SpriteComponent.DirectionOffset.Flip);
_sprite.LayerMapSet(WindowDamageLayers.DamageNW, _sprite.AddLayerState("0_1", cracksRSIPath));
_sprite.LayerSetDirOffset(WindowDamageLayers.DamageNW, SpriteComponent.DirectionOffset.Flip);
_sprite.LayerSetShader(WindowDamageLayers.DamageNW, "unshaded");
_sprite.LayerSetVisible(WindowDamageLayers.DamageNW, false);
_sprite.LayerMapSet(CornerLayers.SW, _sprite.AddLayerState(state0));
_sprite.LayerSetDirOffset(CornerLayers.SW, SpriteComponent.DirectionOffset.Clockwise);
_sprite.LayerMapSet(WindowDamageLayers.DamageSW, _sprite.AddLayerState("0_1", cracksRSIPath));
_sprite.LayerSetDirOffset(WindowDamageLayers.DamageSW, SpriteComponent.DirectionOffset.Clockwise);
_sprite.LayerSetShader(WindowDamageLayers.DamageSW, "unshaded");
_sprite.LayerSetVisible(WindowDamageLayers.DamageSW, false);
}
/// <inheritdoc />
@@ -91,4 +111,13 @@ namespace Content.Client.GameObjects.Components
serializer.DataField(ref _stateBase, "base", null);
}
}
[SuppressMessage("ReSharper", "InconsistentNaming")]
public enum WindowDamageLayers
{
DamageSE,
DamageNE,
DamageNW,
DamageSW
}
}