Per-map parallax support (#9786)
* Per-map parallax support * Comments for future sloth * c * bet * Fix exception * VV support * Fix parallax * mem * weightless sounds * Gravity stuff * placeholder coz im too lazy to stash don't @ me son * decent clouds * sky * Fast parallax * Imagine spelling * Loicense * perish * Fix weightless status Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
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@@ -1,35 +1,30 @@
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using System;
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using Robust.Client.Graphics;
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using Content.Client.Parallax;
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using System.Threading.Tasks;
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using Robust.Shared.Maths;
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namespace Content.Client.Parallax.Managers;
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public interface IParallaxManager
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{
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/// <summary>
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/// The current parallax.
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/// Changing this causes a new parallax to be loaded (eventually).
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/// Do not alter until prototype manager is available.
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/// Useful "csi" input for testing new parallaxes:
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/// using Content.Client.Parallax.Managers; IoCManager.Resolve<IParallaxManager>().ParallaxName = "test";
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/// </summary>
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string ParallaxName { get; set; }
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/// <summary>
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/// All WorldHomePosition values are offset by this.
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/// </summary>
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Vector2 ParallaxAnchor { get; set; }
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/// <summary>
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/// The layers of the currently loaded parallax.
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/// This will change on a whim without notification.
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/// </summary>
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ParallaxLayerPrepared[] ParallaxLayers { get; }
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bool IsLoaded(string name);
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/// <summary>
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/// Used to initialize the manager.
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/// The layers of the selected parallax.
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/// </summary>
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ParallaxLayerPrepared[] GetParallaxLayers(string name);
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/// <summary>
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/// Loads in the default parallax to use.
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/// Do not call until prototype manager is available.
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/// </summary>
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void LoadParallax();
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void LoadDefaultParallax();
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Task LoadParallaxByName(string name);
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void UnloadParallax(string name);
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}
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