Universal weldable component (#7955)
* Weldable component for door * Content update * Examine message * Universal visualizer * Small fix * Entity storage * Content * Fixed test * Update Content.Shared/Storage/SharedStorageComponent.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Fixed loc string * Add public API to change welding time Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -160,7 +160,6 @@ namespace Content.Client.Doors
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var door = _entMan.GetComponent<DoorComponent>(component.Owner);
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var unlitVisible = true;
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var boltedVisible = false;
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var weldedVisible = false;
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var emergencyLightsVisible = false;
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if (component.TryGetData(DoorVisuals.BaseRSI, out string baseRsi))
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@@ -210,7 +209,6 @@ namespace Content.Client.Doors
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animPlayer.Play(DenyAnimation, AnimationKey);
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break;
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case DoorState.Welded:
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weldedVisible = true;
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break;
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case DoorState.Emagging:
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animPlayer.Play(EmaggingAnimation, AnimationKey);
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@@ -236,7 +234,6 @@ namespace Content.Client.Doors
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if (!_simpleVisuals)
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{
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sprite.LayerSetVisible(DoorVisualLayers.BaseUnlit, unlitVisible && state != DoorState.Closed && state != DoorState.Welded);
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sprite.LayerSetVisible(DoorVisualLayers.BaseWelded, weldedVisible);
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sprite.LayerSetVisible(DoorVisualLayers.BaseBolted, unlitVisible && boltedVisible);
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if (_emergencyAccessLayer)
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{
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@@ -255,7 +252,6 @@ namespace Content.Client.Doors
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{
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Base,
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BaseUnlit,
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BaseWelded,
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BaseBolted,
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BaseEmergencyAccess,
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}
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