Files
tbd-station-14/Content.Shared/GameObjects/Components/Materials/MaterialComponent.cs

87 lines
2.6 KiB
C#

using System.Collections.Generic;
using Content.Shared.Materials;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.Reflection;
using Robust.Shared.Interfaces.Serialization;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
namespace Content.Shared.GameObjects.Components.Materials
{
/// <summary>
/// Component to store data such as "this object is made out of steel".
/// This is not a storage system for say smelteries.
/// </summary>
[RegisterComponent]
public class MaterialComponent : Component
{
public const string SerializationCache = "mat";
public override string Name => "Material";
public Dictionary<object, Material> MaterialTypes => _materialTypes;
private Dictionary<object, Material> _materialTypes;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
// TODO: Writing.
if (serializer.Writing)
{
return;
}
if (serializer.TryGetCacheData(SerializationCache, out Dictionary<object, Material> cached))
{
_materialTypes = cached.ShallowClone();
return;
}
_materialTypes = new Dictionary<object, Material>();
if (serializer.TryReadDataField("materials", out List<MaterialDataEntry> list))
{
var protoMan = IoCManager.Resolve<IPrototypeManager>();
foreach (var entry in list)
{
var proto = protoMan.Index<MaterialPrototype>(entry.Value);
_materialTypes[entry.Key] = proto.Material;
}
}
serializer.SetCacheData(SerializationCache, _materialTypes.ShallowClone());
}
class MaterialDataEntry : IExposeData
{
public object Key;
public string Value;
public void ExposeData(ObjectSerializer serializer)
{
if (serializer.Writing)
{
return;
}
var refl = IoCManager.Resolve<IReflectionManager>();
Value = serializer.ReadDataField<string>("mat");
var key = serializer.ReadDataField<string>("key");
if (refl.TryParseEnumReference(key, out var @enum))
{
Key = @enum;
return;
}
Key = key;
}
}
}
public enum MaterialKeys
{
Stack,
}
}