Glowsticks, flares and lighting behaviours (#1886)
* Assets * LightingBehaviours, flares, and such. * More changes * More changes, more flare work. * More work on flares + light behaviours * another refactor * missed * Light behaviours refactor, added sfx, improved graphics, improved lighting effects for glowstick and flare. * remove unneeded value * nullables * remove old code * nullable * one last push * net id * more work * more colors for glowsticks * Adjust flare so it fades in * fix name * sprite fix
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components
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{
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[Serializable, NetSerializable]
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public enum ExpendableLightVisuals
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{
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State
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}
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[Serializable, NetSerializable]
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public enum ExpendableLightState
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{
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BrandNew,
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Lit,
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Fading,
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Dead
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}
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public abstract class SharedExpendableLightComponent: Component
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{
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public sealed override string Name => "ExpendableLight";
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[ViewVariables(VVAccess.ReadOnly)]
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protected ExpendableLightState CurrentState { get; set; }
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[ViewVariables]
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protected string TurnOnBehaviourID { get; set; }
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[ViewVariables]
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protected string FadeOutBehaviourID { get; set; }
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[ViewVariables]
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protected float GlowDuration { get; set; }
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[ViewVariables]
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protected float FadeOutDuration { get; set; }
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[ViewVariables]
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protected string SpentDesc { get; set; }
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[ViewVariables]
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protected string SpentName { get; set; }
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[ViewVariables]
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protected string IconStateSpent { get; set; }
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[ViewVariables]
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protected string IconStateLit { get; set; }
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[ViewVariables]
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protected string LitSound { get; set; }
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[ViewVariables]
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protected string LoopedSound { get; set; }
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[ViewVariables]
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protected string DieSound { get; set; }
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, x => TurnOnBehaviourID, "turnOnBehaviourID", string.Empty);
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serializer.DataField(this, x => FadeOutBehaviourID, "fadeOutBehaviourID", string.Empty);
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serializer.DataField(this, x => GlowDuration, "glowDuration", 60 * 15f);
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serializer.DataField(this, x => FadeOutDuration, "fadeOutDuration", 60 * 5f);
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serializer.DataField(this, x => SpentName, "spentName", string.Empty);
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serializer.DataField(this, x => SpentDesc, "spentDesc", string.Empty);
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serializer.DataField(this, x => IconStateLit, "iconStateOn", string.Empty);
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serializer.DataField(this, x => IconStateSpent, "iconStateSpent", string.Empty);
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serializer.DataField(this, x => LitSound, "litSound", string.Empty);
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serializer.DataField(this, x => LoopedSound, "loopedSound", string.Empty);
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serializer.DataField(this, x => DieSound, "dieSound", string.Empty);
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}
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}
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}
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