* Weldable component for door * Content update * Examine message * Universal visualizer * Small fix * Entity storage * Content * Fixed test * Update Content.Shared/Storage/SharedStorageComponent.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Fixed loc string * Add public API to change welding time Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
88 lines
2.7 KiB
C#
88 lines
2.7 KiB
C#
using Content.Shared.Storage;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Client.Storage.Visualizers
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{
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[UsedImplicitly]
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public sealed class StorageVisualizer : AppearanceVisualizer
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{
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/// <summary>
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/// Sets the base sprite to this layer. Exists to make the inheritance tree less boilerplate-y.
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/// </summary>
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[DataField("state")]
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private string? _stateBase;
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[DataField("state_open")]
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private string? _stateOpen;
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[DataField("state_closed")]
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private string? _stateClosed;
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public override void InitializeEntity(EntityUid entity)
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{
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(entity, out ISpriteComponent? sprite))
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{
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return;
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}
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if (_stateBase != null)
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{
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sprite.LayerSetState(0, _stateBase);
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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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var entities = IoCManager.Resolve<IEntityManager>();
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if (!entities.TryGetComponent(component.Owner, out ISpriteComponent? sprite))
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{
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return;
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}
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component.TryGetData(StorageVisuals.Open, out bool open);
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if (sprite.LayerMapTryGet(StorageVisualLayers.Door, out _))
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{
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sprite.LayerSetVisible(StorageVisualLayers.Door, true);
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if (open && _stateOpen != null)
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{
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sprite.LayerSetState(StorageVisualLayers.Door, _stateOpen);
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}
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else if (!open && _stateClosed != null)
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{
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sprite.LayerSetState(StorageVisualLayers.Door, _stateClosed);
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}
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else
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{
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sprite.LayerSetVisible(StorageVisualLayers.Door, false);
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}
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}
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if (component.TryGetData(StorageVisuals.CanLock, out bool canLock) && canLock)
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{
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if (!component.TryGetData(StorageVisuals.Locked, out bool locked))
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{
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locked = true;
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}
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sprite.LayerSetVisible(StorageVisualLayers.Lock, !open);
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if (!open)
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{
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sprite.LayerSetState(StorageVisualLayers.Lock, locked ? "locked" : "unlocked");
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}
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}
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}
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}
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public enum StorageVisualLayers : byte
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{
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Door,
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Lock
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}
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}
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