* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
51 lines
1.6 KiB
C#
51 lines
1.6 KiB
C#
using Content.Shared.GameObjects.Components.Atmos;
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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;
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using YamlDotNet.RepresentationModel;
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namespace Content.Client.GameObjects.Components.Atmos
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{
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[UsedImplicitly]
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public class PumpVisualizer : AppearanceVisualizer
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{
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private string _pumpEnabledState;
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public override void LoadData(YamlMappingNode node)
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{
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base.LoadData(node);
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var serializer = YamlObjectSerializer.NewReader(node);
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serializer.DataField(ref _pumpEnabledState, "pumpEnabledState", "pumpPressureOn");
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}
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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(out ISpriteComponent sprite)) return;
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sprite.LayerMapReserveBlank(Layer.PumpEnabled);
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var pumpEnabledLayer = sprite.LayerMapGet(Layer.PumpEnabled);
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sprite.LayerSetState(pumpEnabledLayer, _pumpEnabledState);
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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(out ISpriteComponent sprite)) return;
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if (!component.TryGetData(PumpVisuals.VisualState, out PumpVisualState pumpVisualState)) return;
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var pumpEnabledLayer = sprite.LayerMapGet(Layer.PumpEnabled);
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sprite.LayerSetVisible(pumpEnabledLayer, pumpVisualState.PumpEnabled);
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}
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public enum Layer : byte
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{
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PumpEnabled,
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}
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}
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}
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