* Added mapped storage for things like crayon belts and tools * Attempt to get StorageFillEvent to work * Managed to get it working with Visualizer logi * Improved PR and did some light refactoring of components * Update Content.Client/Storage/Visualizers/MappedItemVisualizer.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Removed event, went with stateful ApperanceData * Removed ids in favor of whitelist * Refactor YAML, Moved functionality to Shared and renamed it. * Changed so insert/remove always send full state. * Move logic to component * Fix some issues on MappedVisualizer and few nitpicks - Fix mapped visualizer only doing init or update layers - Fixed naming of systems - Fixed sort of crayons * Forgot to apply Vera's suggestion * Fix the data to be more strict and to avoid unnecessary clearing Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
72 lines
2.3 KiB
C#
72 lines
2.3 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.Storage.ItemCounter;
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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.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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namespace Content.Client.Storage.Visualizers
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{
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[UsedImplicitly]
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public class MappedItemVisualizer : AppearanceVisualizer
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{
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[DataField("sprite")] private ResourcePath? _rsiPath;
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private List<string> _spriteLayers = new();
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public override void InitializeEntity(IEntity entity)
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{
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base.InitializeEntity(entity);
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if (entity.TryGetComponent<ISpriteComponent>(out var spriteComponent))
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{
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_rsiPath ??= spriteComponent.BaseRSI!.Path!;
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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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if (component.Owner.TryGetComponent<ISpriteComponent>(out var spriteComponent))
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{
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if (_spriteLayers.Count == 0)
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{
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InitLayers(spriteComponent, component);
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}
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EnableLayers(spriteComponent, component);
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}
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}
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private void InitLayers(ISpriteComponent spriteComponent, AppearanceComponent component)
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{
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if (!component.TryGetData<ShowLayerData>(StorageMapVisuals.InitLayers, out var wrapper))
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return;
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_spriteLayers.AddRange(wrapper.QueuedEntities);
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foreach (var sprite in _spriteLayers)
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{
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spriteComponent.LayerMapReserveBlank(sprite);
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spriteComponent.LayerSetSprite(sprite, new SpriteSpecifier.Rsi(_rsiPath!, sprite));
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spriteComponent.LayerSetVisible(sprite, false);
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}
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}
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private void EnableLayers(ISpriteComponent spriteComponent, AppearanceComponent component)
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{
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if (!component.TryGetData<ShowLayerData>(StorageMapVisuals.LayerChanged, out var wrapper))
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return;
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foreach (var layerName in _spriteLayers)
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{
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var show = wrapper.QueuedEntities.Contains(layerName);
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spriteComponent.LayerSetVisible(layerName, show);
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}
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}
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}
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}
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