Adds the ability to specify a separate RSI path in StackVisualizer (#3368)
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@@ -1,4 +1,4 @@
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#nullable enable
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#nullable enable
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.GameObjects.Components;
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@@ -75,6 +75,7 @@ namespace Content.Client.GameObjects.Components
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///
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///
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/// </summary>
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/// </summary>
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private bool _isComposite;
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private bool _isComposite;
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private ResourcePath? _spritePath;
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public override void LoadData(YamlMappingNode mapping)
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public override void LoadData(YamlMappingNode mapping)
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{
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{
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@@ -92,6 +93,11 @@ namespace Content.Client.GameObjects.Components
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{
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{
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_isComposite = transparent.AsBool();
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_isComposite = transparent.AsBool();
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}
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}
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if (mapping.TryGetNode<YamlScalarNode>("sprite", out var spritePath))
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{
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_spritePath = spritePath.AsResourcePath();
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}
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}
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}
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public override void InitializeEntity(IEntity entity)
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public override void InitializeEntity(IEntity entity)
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@@ -102,9 +108,11 @@ namespace Content.Client.GameObjects.Components
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&& _spriteLayers.Count > 0
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&& _spriteLayers.Count > 0
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&& entity.TryGetComponent<ISpriteComponent>(out var spriteComponent))
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&& entity.TryGetComponent<ISpriteComponent>(out var spriteComponent))
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{
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{
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_spritePath ??= spriteComponent.BaseRSI!.Path!;
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foreach (var sprite in _spriteLayers)
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foreach (var sprite in _spriteLayers)
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{
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{
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var rsiPath = spriteComponent.BaseRSI!.Path!;
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var rsiPath = _spritePath;
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spriteComponent.LayerMapReserveBlank(sprite);
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spriteComponent.LayerMapReserveBlank(sprite);
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spriteComponent.LayerSetSprite(sprite, new SpriteSpecifier.Rsi(rsiPath, sprite));
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spriteComponent.LayerSetSprite(sprite, new SpriteSpecifier.Rsi(rsiPath, sprite));
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spriteComponent.LayerSetVisible(sprite, false);
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spriteComponent.LayerSetVisible(sprite, false);
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