* - Combine enum keys `ToggleableLightVisuals` and `ToggleVisuals` into `ToggleableVisuals` - Rename `ToggleableLightVisualsComponent` to `ToggleableVisualsComponent` and `ToggleableLightVisualsSystem` to `ToggleableVisualsSystem` - (The `SpriteLayer` field on the component is now required because the old default of `light` doesn't make sense anymore) - Make it so that `ToggleableVisualsComponent` works even when there's not a light attached to the entity - (Amazingly this seems to have only applied to Headphones, but I can only imagine there are many other things people would like to do with simple toggleable visuals) - Explicitly make `ItemTogglePointLightComponent`'s purpose to make `ToggleVisualsComponent` apply to `PointLightComponent`s on the same entity. - Add field `ToggleableVisualsColorModulatesLights`, which makes the `Color` appearance value of `ToggleableVisuals` modulate the color of lights on the same entity - Lots of prototype updates to uptake the above * fix bad merge * unbork robust * blindly letting rider reformat stuff * I guess I never cleaned up these imports at all
31 lines
1.1 KiB
C#
31 lines
1.1 KiB
C#
using Content.Shared.Hands.Components;
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namespace Content.Client.Toggleable;
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/// <summary>
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/// Component that handles toggling the visuals of an entity, including layers on an entity's sprite,
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/// the in-hand visuals, and the clothing/equipment visuals.
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/// </summary>
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/// <see cref="ToggleableVisualsSystem"/>
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[RegisterComponent]
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public sealed partial class ToggleableVisualsComponent : Component
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{
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/// <summary>
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/// Sprite layer that will have its visibility toggled when this item is toggled.
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/// </summary>
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[DataField(required: true)]
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public string? SpriteLayer;
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/// <summary>
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/// Layers to add to the sprite of the player that is holding this entity (while the component is toggled on).
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/// </summary>
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[DataField]
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public Dictionary<HandLocation, List<PrototypeLayerData>> InhandVisuals = new();
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/// <summary>
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/// Layers to add to the sprite of the player that is wearing this entity (while the component is toggled on).
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/// </summary>
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[DataField]
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public Dictionary<string, List<PrototypeLayerData>> ClothingVisuals = new();
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}
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