-Also fixes a bug where bulb type didn't matter when inserting a new bulb into a light fixture. -And a bug where bulb state changing didn't change the light itself. P.S. Also note I didn't add any colored lightbulb prototypes, as I don't think they're necessary right now. To see the changes, please use VV! In the future, it might be possible to change the lightbulb's color with a multitool or something in-game.
99 lines
2.8 KiB
C#
99 lines
2.8 KiB
C#
using System;
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using SS14.Shared.GameObjects;
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using SS14.Shared.Maths;
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using SS14.Shared.Serialization;
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using SS14.Shared.ViewVariables;
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using SpriteComponent = SS14.Server.GameObjects.SpriteComponent;
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namespace Content.Server.GameObjects.Components.Power
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{
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public enum LightBulbState
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{
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Normal,
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Broken,
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Burned,
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}
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public enum LightBulbType
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{
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Tube,
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}
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/// <summary>
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/// Component that represents a light bulb. Can be broken, or burned, which turns them mostly useless.
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/// </summary>
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public class LightBulbComponent : Component
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{
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/// <summary>
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/// Invoked whenever the state of the light bulb changes.
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/// </summary>
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public event EventHandler<EventArgs> OnLightBulbStateChange;
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public event EventHandler<EventArgs> OnLightColorChange;
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private Color _color = Color.White;
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[ViewVariables(VVAccess.ReadWrite)] public Color Color
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{
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get { return _color; }
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set
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{
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_color = value;
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OnLightColorChange?.Invoke(this, null);
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UpdateColor();
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}
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}
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public override string Name => "LightBulb";
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public LightBulbType Type = LightBulbType.Tube;
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/// <summary>
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/// The current state of the light bulb. Invokes the OnLightBulbStateChange event when set.
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/// It also updates the bulb's sprite accordingly.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] public LightBulbState State
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{
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get { return _state; }
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set
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{
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var sprite = Owner.GetComponent<SpriteComponent>();
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OnLightBulbStateChange?.Invoke(this, EventArgs.Empty);
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_state = value;
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switch (value)
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{
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case LightBulbState.Normal:
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sprite.LayerSetState(0, "normal");
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break;
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case LightBulbState.Broken:
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sprite.LayerSetState(0, "broken");
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break;
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case LightBulbState.Burned:
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sprite.LayerSetState(0, "burned");
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break;
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}
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}
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}
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private LightBulbState _state = LightBulbState.Normal;
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public override void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(ref Type, "bulb", LightBulbType.Tube);
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serializer.DataField(ref _color, "color", Color.White);
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}
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public void UpdateColor()
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{
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var sprite = Owner.GetComponent<SpriteComponent>();
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sprite.Color = Color;
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}
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public override void Initialize()
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{
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base.Initialize();
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UpdateColor();
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}
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}
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}
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