Change all of body system to use entities and components (#2074)
* Early commit * Early commit 2 * merging master broke my git * does anyone even read these * life is fleeting * it just works * this time passing integration tests * Remove hashset yaml serialization for now * You got a license for those nullables? * No examine, no context menu, part and mechanism parenting and visibility * Fix wrong brain sprite state * Removing layers was a mistake * just tear body system a new one and see if it still breathes * Remove redundant code * Add that comment back * Separate damage and body, component states, stomach rework * Add containers for body parts * Bring layers back pls * Fix parts magically changing color * Reimplement sprite layer visibility * Fix tests * Add leg test * Active legs is gone Crab rave * Merge fixes, rename DamageState to CurrentState * Remove IShowContextMenu and ICanExamine
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#nullable enable
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using Content.Shared.GameObjects.Components.Body.Mechanism;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Robust.Client.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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namespace Content.Client.GameObjects.Components.Body.Mechanism
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedMechanismComponent))]
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[ComponentReference(typeof(IMechanism))]
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public class MechanismComponent : SharedMechanismComponent
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{
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protected override void OnPartAdd(IBodyPart? old, IBodyPart current)
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{
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base.OnPartAdd(old, current);
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if (Owner.TryGetComponent(out ISpriteComponent? sprite))
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{
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sprite.Visible = false;
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}
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}
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protected override void OnPartRemove(IBodyPart old)
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{
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base.OnPartRemove(old);
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if (Owner.TryGetComponent(out ISpriteComponent? sprite))
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{
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sprite.Visible = true;
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}
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}
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}
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}
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