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
This commit is contained in:
nuke
2020-09-03 16:02:40 -04:00
committed by GitHub
parent 7991a97ec2
commit c3630b7301
30 changed files with 1682 additions and 0 deletions

View File

@@ -0,0 +1,80 @@
using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components
{
[Serializable, NetSerializable]
public enum ExpendableLightVisuals
{
State
}
[Serializable, NetSerializable]
public enum ExpendableLightState
{
BrandNew,
Lit,
Fading,
Dead
}
public abstract class SharedExpendableLightComponent: Component
{
public sealed override string Name => "ExpendableLight";
[ViewVariables(VVAccess.ReadOnly)]
protected ExpendableLightState CurrentState { get; set; }
[ViewVariables]
protected string TurnOnBehaviourID { get; set; }
[ViewVariables]
protected string FadeOutBehaviourID { get; set; }
[ViewVariables]
protected float GlowDuration { get; set; }
[ViewVariables]
protected float FadeOutDuration { get; set; }
[ViewVariables]
protected string SpentDesc { get; set; }
[ViewVariables]
protected string SpentName { get; set; }
[ViewVariables]
protected string IconStateSpent { get; set; }
[ViewVariables]
protected string IconStateLit { get; set; }
[ViewVariables]
protected string LitSound { get; set; }
[ViewVariables]
protected string LoopedSound { get; set; }
[ViewVariables]
protected string DieSound { get; set; }
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, x => TurnOnBehaviourID, "turnOnBehaviourID", string.Empty);
serializer.DataField(this, x => FadeOutBehaviourID, "fadeOutBehaviourID", string.Empty);
serializer.DataField(this, x => GlowDuration, "glowDuration", 60 * 15f);
serializer.DataField(this, x => FadeOutDuration, "fadeOutDuration", 60 * 5f);
serializer.DataField(this, x => SpentName, "spentName", string.Empty);
serializer.DataField(this, x => SpentDesc, "spentDesc", string.Empty);
serializer.DataField(this, x => IconStateLit, "iconStateOn", string.Empty);
serializer.DataField(this, x => IconStateSpent, "iconStateSpent", string.Empty);
serializer.DataField(this, x => LitSound, "litSound", string.Empty);
serializer.DataField(this, x => LoopedSound, "loopedSound", string.Empty);
serializer.DataField(this, x => DieSound, "dieSound", string.Empty);
}
}
}