Files
tbd-station-14/Content.Shared/Preferences/Appearance/HumanoidCharacterAppearance.cs
Visne 9b94d5c195 Added nullable to most Content.Shared files (#3238)
* 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>
2021-02-27 14:12:09 +11:00

71 lines
2.4 KiB
C#

#nullable enable
using System;
using Content.Shared.GameObjects.Components.Body.Part;
using Robust.Shared.Serialization;
namespace Content.Shared.Preferences.Appearance
{
[Serializable, NetSerializable]
public enum HumanoidVisualLayers
{
Hair,
FacialHair,
Chest,
Head,
Eyes,
RArm,
LArm,
RHand,
LHand,
RLeg,
LLeg,
RFoot,
LFoot,
Handcuffs,
StencilMask,
Fire,
}
public static class HumanoidVisualLayersExtension
{
public static HumanoidVisualLayers? ToHumanoidLayer(this IBodyPart part)
{
return part.PartType switch
{
BodyPartType.Other => null,
BodyPartType.Torso => HumanoidVisualLayers.Chest,
BodyPartType.Head => HumanoidVisualLayers.Head,
BodyPartType.Arm => part.Symmetry switch
{
BodyPartSymmetry.None => null,
BodyPartSymmetry.Left => HumanoidVisualLayers.LArm,
BodyPartSymmetry.Right => HumanoidVisualLayers.RArm,
_ => throw new ArgumentOutOfRangeException()
},
BodyPartType.Hand => part.Symmetry switch
{
BodyPartSymmetry.None => null,
BodyPartSymmetry.Left => HumanoidVisualLayers.LHand,
BodyPartSymmetry.Right => HumanoidVisualLayers.RHand,
_ => throw new ArgumentOutOfRangeException()
},
BodyPartType.Leg => part.Symmetry switch
{
BodyPartSymmetry.None => null,
BodyPartSymmetry.Left => HumanoidVisualLayers.LLeg,
BodyPartSymmetry.Right => HumanoidVisualLayers.RLeg,
_ => throw new ArgumentOutOfRangeException()
},
BodyPartType.Foot => part.Symmetry switch
{
BodyPartSymmetry.None => null,
BodyPartSymmetry.Left => HumanoidVisualLayers.LFoot,
BodyPartSymmetry.Right => HumanoidVisualLayers.RFoot,
_ => throw new ArgumentOutOfRangeException()
},
_ => throw new ArgumentOutOfRangeException()
};
}
}
}