* 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>
24 lines
678 B
C#
24 lines
678 B
C#
using System.Collections.Generic;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Shared.Storage.ItemCounter
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{
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[RegisterComponent]
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public class ItemCounterComponent : Component, ISerializationHooks
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{
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public override string Name => "ItemCounter";
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[DataField("mapLayers")] public readonly Dictionary<string, SharedMapLayerData> MapLayers = new();
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void ISerializationHooks.AfterDeserialization()
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{
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foreach (var (layerName, val) in MapLayers)
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{
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val.Layer = layerName;
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}
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}
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}
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} |