* Add nullable to some Content.Shared files. * Use [NotNullWhen(true)] * Undo adding now redundant !'s * Forgot one * Add a ton more nullable * You can guess * Fix some issues * It actually compiles now * Auto stash before merge of "null2" and "origin/master" * I lied * enable annotations -> enable * Revert ActionBlockerSystem.cs to original * Fix ActionBlockerSystem.cs * More nullable * Undo some added exclamation marks * Fix issues * Update Content.Shared/Maps/ContentTileDefinition.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Resolve some issues * Remove unused method * Fix more issues * Fix more issues * Fix more issues * Fix more issues * Fix issue, rollback SharedGhostComponent.cs * Update submodule * Fix issue, invert some if-statements to reduce nesting * Revert RobustToolbox * FIx things broken by merge * Some fixes - Replaced with string.Empty - Remove some exclamation marks - Revert file * Some fixes * Trivial #nullable enable * Fix null ables Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
71 lines
2.4 KiB
C#
71 lines
2.4 KiB
C#
#nullable enable
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using System;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Preferences.Appearance
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{
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[Serializable, NetSerializable]
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public enum HumanoidVisualLayers
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{
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Hair,
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FacialHair,
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Chest,
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Head,
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Eyes,
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RArm,
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LArm,
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RHand,
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LHand,
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RLeg,
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LLeg,
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RFoot,
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LFoot,
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Handcuffs,
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StencilMask,
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Fire,
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}
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public static class HumanoidVisualLayersExtension
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{
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public static HumanoidVisualLayers? ToHumanoidLayer(this IBodyPart part)
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{
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return part.PartType switch
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{
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BodyPartType.Other => null,
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BodyPartType.Torso => HumanoidVisualLayers.Chest,
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BodyPartType.Head => HumanoidVisualLayers.Head,
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BodyPartType.Arm => part.Symmetry switch
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{
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BodyPartSymmetry.None => null,
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BodyPartSymmetry.Left => HumanoidVisualLayers.LArm,
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BodyPartSymmetry.Right => HumanoidVisualLayers.RArm,
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_ => throw new ArgumentOutOfRangeException()
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},
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BodyPartType.Hand => part.Symmetry switch
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{
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BodyPartSymmetry.None => null,
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BodyPartSymmetry.Left => HumanoidVisualLayers.LHand,
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BodyPartSymmetry.Right => HumanoidVisualLayers.RHand,
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_ => throw new ArgumentOutOfRangeException()
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},
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BodyPartType.Leg => part.Symmetry switch
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{
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BodyPartSymmetry.None => null,
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BodyPartSymmetry.Left => HumanoidVisualLayers.LLeg,
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BodyPartSymmetry.Right => HumanoidVisualLayers.RLeg,
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_ => throw new ArgumentOutOfRangeException()
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},
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BodyPartType.Foot => part.Symmetry switch
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{
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BodyPartSymmetry.None => null,
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BodyPartSymmetry.Left => HumanoidVisualLayers.LFoot,
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BodyPartSymmetry.Right => HumanoidVisualLayers.RFoot,
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_ => throw new ArgumentOutOfRangeException()
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},
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_ => throw new ArgumentOutOfRangeException()
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};
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}
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}
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}
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