* Spray Paint (Draft) * paint colors, paints in maints loot, cargo crate of paints. * fix * remove paint (sort of) * moved paintcleaner into own system * Moved paint to server (had to unfortunately) * doafter now breaks when moving away. * cant paint mobstatecomp * loads of fixes * fixes * fixes * nopaintshadercomp * fixes * fix * use locale for paint remove string * remove nopaintshadercomponent and use blacklist * remove enabled.true from visualizer * paint doafter event. * add verbs for paint and remove paint and icon for paint verb. * fixes * no longer replaces shader when shader exists. * replace forloop with foreach, check shader before adding and removing. * paint doafter now separate so no copy paste code * Entities in sprayed targets item slots are also now correctly sprayed. * fix * fix * fix airlock psray painter now removes painted before painting door. * spray paints now use openablecomponent. * fix * fix damn accesstypes. * fix * fix
42 lines
983 B
C#
42 lines
983 B
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Paint;
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/// <summary>
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/// Component applied to target entity when painted.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class PaintedComponent : Component
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{
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/// <summary>
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/// Color of the paint.
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/// </summary>
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[DataField, AutoNetworkedField]
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public Color Color = Color.FromHex("#2cdbd5");
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/// <summary>
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/// Used to remove the color when component removed.
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/// </summary>
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[DataField, AutoNetworkedField]
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public Color BeforeColor;
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/// <summary>
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/// If paint is enabled.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Enabled;
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/// <summary>
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/// Name of the shader.
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/// </summary>
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[DataField, AutoNetworkedField]
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public string ShaderName = "Greyscale";
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}
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[Serializable, NetSerializable]
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public enum PaintVisuals : byte
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{
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Painted,
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}
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