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>
This commit is contained in:
Alex Evgrashin
2022-05-09 08:51:52 +03:00
committed by GitHub
parent 02de328d9c
commit df49c2fd57
29 changed files with 367 additions and 215 deletions

View File

@@ -160,7 +160,6 @@ namespace Content.Client.Doors
var door = _entMan.GetComponent<DoorComponent>(component.Owner);
var unlitVisible = true;
var boltedVisible = false;
var weldedVisible = false;
var emergencyLightsVisible = false;
if (component.TryGetData(DoorVisuals.BaseRSI, out string baseRsi))
@@ -210,7 +209,6 @@ namespace Content.Client.Doors
animPlayer.Play(DenyAnimation, AnimationKey);
break;
case DoorState.Welded:
weldedVisible = true;
break;
case DoorState.Emagging:
animPlayer.Play(EmaggingAnimation, AnimationKey);
@@ -236,7 +234,6 @@ namespace Content.Client.Doors
if (!_simpleVisuals)
{
sprite.LayerSetVisible(DoorVisualLayers.BaseUnlit, unlitVisible && state != DoorState.Closed && state != DoorState.Welded);
sprite.LayerSetVisible(DoorVisualLayers.BaseWelded, weldedVisible);
sprite.LayerSetVisible(DoorVisualLayers.BaseBolted, unlitVisible && boltedVisible);
if (_emergencyAccessLayer)
{
@@ -255,7 +252,6 @@ namespace Content.Client.Doors
{
Base,
BaseUnlit,
BaseWelded,
BaseBolted,
BaseEmergencyAccess,
}