Mortician's Menagerie (#2391)
* Body bags! * Morgue Trays and the Crematorium! Reorganised body bags to be under Morgue, not Medical * Fix. Things outside of EntityStorageComponents now use the Try*Storage() not just *Storage() methods - Allows mobs to be trapped in a morgue/crematorium whose tray can't open. * Fix tests. Modernise component dependency and nullability. * Update Content.Server/GameObjects/Components/Morgue/MorgueTrayComponent.cs Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
This commit is contained in:
@@ -0,0 +1,30 @@
|
||||
#nullable enable
|
||||
using Content.Shared.GameObjects.Components.Morgue;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Client.Interfaces.GameObjects.Components;
|
||||
|
||||
namespace Content.Client.GameObjects.Components.Morgue
|
||||
{
|
||||
public sealed class BodyBagVisualizer : AppearanceVisualizer
|
||||
{
|
||||
public override void OnChangeData(AppearanceComponent component)
|
||||
{
|
||||
base.OnChangeData(component);
|
||||
|
||||
if (!component.Owner.TryGetComponent(out ISpriteComponent? sprite))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (component.TryGetData(BodyBagVisuals.Label, out bool labelVal))
|
||||
{
|
||||
sprite.LayerSetVisible(BodyBagVisualLayers.Label, labelVal);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public enum BodyBagVisualLayers
|
||||
{
|
||||
Label,
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user