* Adds new different reaction types. - Adds touch, injection and ingestion reactions for entities. - Adds tile reactions. - Removes GasSprayerComponent in favor of SprayComponent. - Gives fire extinguishers a safety. - Gives spray puffs a sprite. - Improved spray and fire extinguisher in general. - Fire extinguisher now ACTUALLY puts out fires. Amazing, eh? - Fire extinguisher sprays three 'clouds' at once. - Spraying flammable chemicals at fire makes them worse. Whoops! - Gives spray and fire extinguisher their classic sounds. - Most chemicals now don't make puddles. Too bad! - Space lube now makes a very slippery puddle. Honk. - Spraying water (or using a fire extinguisher) on existing puddles makes them bigger. * Fix solution tests * food base now has solution container with noexamine caps
52 lines
1.4 KiB
C#
52 lines
1.4 KiB
C#
using Content.Shared.GameObjects.Components.Fluids;
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using Robust.Client.GameObjects;
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using Robust.Client.Interfaces.GameObjects.Components;
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using Robust.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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namespace Content.Client.GameObjects.Components.Fluids
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{
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public class SprayVisualizer : AppearanceVisualizer
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{
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private string _safetyOnState;
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private string _safetyOffState;
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public override void LoadData(YamlMappingNode node)
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{
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base.LoadData(node);
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if (node.TryGetNode("safety_on_state", out var safetyOn))
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{
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_safetyOnState = safetyOn.AsString();
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}
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if (node.TryGetNode("safety_off_state", out var safetyOff))
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{
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_safetyOffState = safetyOff.AsString();
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}
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}
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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if (component.TryGetData<bool>(SprayVisuals.Safety, out var safety))
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{
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SetSafety(component, safety);
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}
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}
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private void SetSafety(AppearanceComponent component, bool safety)
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{
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var sprite = component.Owner.GetComponent<ISpriteComponent>();
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sprite.LayerSetState(SprayVisualLayers.Base, safety ? _safetyOnState : _safetyOffState);
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}
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}
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public enum SprayVisualLayers
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{
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Base
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}
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}
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