Remove 2D suffix from visualizers (#1453)
This commit is contained in:
96
Content.Client/GameObjects/Components/ComputerVisualizer.cs
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96
Content.Client/GameObjects/Components/ComputerVisualizer.cs
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@@ -0,0 +1,96 @@
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using Content.Shared.GameObjects.Components;
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using Robust.Client.GameObjects;
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using Robust.Client.Interfaces.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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namespace Content.Client.GameObjects.Components
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{
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public sealed class ComputerVisualizer : AppearanceVisualizer
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{
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private string KeyboardState = "generic_key";
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private string ScreenState = "generic";
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private string BodyState = "computer";
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private string BodyBrokenState = "broken";
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private string ScreenBroken = "computer_broken";
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public override void LoadData(YamlMappingNode node)
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{
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base.LoadData(node);
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if (node.TryGetNode("key", out var scalar))
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{
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KeyboardState = scalar.AsString();
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}
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if (node.TryGetNode("screen", out scalar))
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{
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ScreenState = scalar.AsString();
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}
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if (node.TryGetNode("body", out scalar))
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{
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BodyState = scalar.AsString();
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}
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if (node.TryGetNode("bodyBroken", out scalar))
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{
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BodyBrokenState = scalar.AsString();
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}
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}
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public override void InitializeEntity(IEntity entity)
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{
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base.InitializeEntity(entity);
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var sprite = entity.GetComponent<ISpriteComponent>();
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sprite.LayerSetState(Layers.Screen, ScreenState);
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if (!string.IsNullOrEmpty(KeyboardState))
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{
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sprite.LayerSetState(Layers.Keyboard, $"{KeyboardState}_off");
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sprite.LayerSetState(Layers.KeyboardOn, KeyboardState);
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}
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}
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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var sprite = component.Owner.GetComponent<ISpriteComponent>();
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if (!component.TryGetData(ComputerVisuals.Powered, out bool powered))
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{
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powered = true;
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}
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component.TryGetData(ComputerVisuals.Broken, out bool broken);
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if (broken)
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{
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sprite.LayerSetState(Layers.Body, BodyBrokenState);
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sprite.LayerSetState(Layers.Screen, ScreenBroken);
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}
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else
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{
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sprite.LayerSetState(Layers.Body, BodyState);
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sprite.LayerSetState(Layers.Screen, ScreenState);
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}
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sprite.LayerSetVisible(Layers.Screen, powered);
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if (sprite.LayerMapTryGet(Layers.KeyboardOn, out _))
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{
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sprite.LayerSetVisible(Layers.KeyboardOn, powered);
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}
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}
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public enum Layers
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{
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Body,
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Screen,
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Keyboard,
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KeyboardOn
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}
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}
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}
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