* Don't stop me now, cuz I'm havin' such a good time (I'm havin' a ball!) * YEET * No changes to intended behaviour at this point. Pretty much just a refactor + bugfixes. * tweaks to RandomizeState, removing an error caused by setting the state after setting the RSI * Comments cleanup and removed IsSlippery. To re-add soon for this PR. * test * We don't actually use this PuddleGeneric anywhere * cheeky * Uncheeky, and tweaks based on #8203 * Recheeky * A small price to pay for `checks passed` * Beauty, like ice, our footing does betray; Who can tread sure on the smooth, slippery way * Undo Slippery Checks * Begin smoothing. Need to fix the animation-not-playing bug again * Cleanup * animation bugfix * IgnoredComponents tests fix
31 lines
1.3 KiB
C#
31 lines
1.3 KiB
C#
using Content.Shared.FixedPoint;
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using Robust.Client.Graphics;
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namespace Content.Client.Fluids
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{
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[RegisterComponent]
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public sealed class PuddleVisualizerComponent : Component
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{
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// Whether the underlying solution color should be used. True in most cases.
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[DataField("recolor")] public bool Recolor = true;
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// Whether the puddle has a unique sprite we don't want to overwrite
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[DataField("customPuddleSprite")] public bool CustomPuddleSprite;
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// Puddles may change which RSI they use for their sprites (e.g. wet floor effects). This field will store the original RSI they used.
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[DataField("originalRsi")] public RSI? OriginalRsi;
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/// <summary>
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/// Puddles with volume below this threshold are able to have their sprite changed to a wet floor effect, though this is not the only factor.
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/// </summary>
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[DataField("wetFloorEffectThreshold")]
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public FixedPoint2 WetFloorEffectThreshold = FixedPoint2.New(5);
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/// <summary>
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/// Alpha (opacity) of the wet floor sparkle effect. Higher alpha = more opaque/visible.
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/// </summary>
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[DataField("wetFloorEffectAlpha")]
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public float WetFloorEffectAlpha = 0.75f; //should be somewhat transparent by default.
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}
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}
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