* Initial * Cleanup a bunch of things * some changes dunno * RequireAnchored * a * stuff * more work * Lots of progress * delete pipe visualizer * a * b * pipenet and pipenode cleanup * Fixes * Adds GasValve * Adds GasMiner * Fix stuff, maybe? * More fixes * Ignored components on the client * Adds thermomachine behavior, change a bunch of stuff * Remove Anchored * some work, but it's shitcode * significantly more ECS * ECS AtmosDevices * Cleanup * fix appearance * when the pipe direction is sus * Gas tanks and canisters * pipe anchoring and stuff * coding is my passion * Unsafe pipes take longer to unanchor * turns out we're no longer using eris canisters * Gas canister inserted tank appearance, improvements * Work on a bunch of appearances * Scrubber appearance * Reorganize AtmosphereSystem.Piping into a bunch of different systems * Appearance for vent/scrubber/pump turns off when leaving atmosphere * ThermoMachine appearance * Cleanup gas tanks * Remove passive gate unused imports * remove old canister UI functionality * PipeNode environment air, make everything use AssumeAir instead of merging manually * a * Reorganize atmos to follow new structure * ????? * Canister UI, restructure client * Restructure shared * Fix build tho * listen, at least the canister UI works entirely... * fix build : ) * Atmos device prototypes have names and descriptions * gas canister ui slider doesn't jitter * trinary prototypes * sprite for miners * ignore components * fix YAML * Fix port system doing useless thing * Fix build * fix thinking moment * fix build again because * canister direction * pipenode is a word * GasTank Air will throw on invalid states * fix build.... * Unhardcode volume pump thresholds * Volume pump and filter take time into account * Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event * Gas tank node volume is set by initial mixtuer * I love node container
87 lines
2.8 KiB
C#
87 lines
2.8 KiB
C#
#nullable enable
|
|
using System;
|
|
using Content.Shared.Atmos;
|
|
using JetBrains.Annotations;
|
|
using Robust.Client.GameObjects;
|
|
using Robust.Client.Graphics;
|
|
using Robust.Client.ResourceManagement;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Log;
|
|
using Robust.Shared.Serialization;
|
|
using Robust.Shared.Serialization.Manager.Attributes;
|
|
|
|
namespace Content.Client.Atmos.Piping
|
|
{
|
|
[UsedImplicitly]
|
|
public class PipeConnectorVisualizer : AppearanceVisualizer, ISerializationHooks
|
|
{
|
|
[DataField("rsi")]
|
|
private string _rsi = "Constructible/Atmos/pipe.rsi";
|
|
|
|
[DataField("baseState")]
|
|
private string _baseState = "pipeConnector";
|
|
|
|
private RSI? _connectorRsi;
|
|
|
|
void ISerializationHooks.AfterDeserialization()
|
|
{
|
|
var rsiString = SharedSpriteComponent.TextureRoot / _rsi;
|
|
var resourceCache = IoCManager.Resolve<IResourceCache>();
|
|
|
|
if (resourceCache.TryGetResource(rsiString, out RSIResource? rsi))
|
|
_connectorRsi = rsi.RSI;
|
|
else
|
|
Logger.Error($"{nameof(PipeConnectorVisualizer)} could not load to load RSI {rsiString}.");
|
|
}
|
|
|
|
public override void InitializeEntity(IEntity entity)
|
|
{
|
|
base.InitializeEntity(entity);
|
|
|
|
if (!entity.TryGetComponent<ISpriteComponent>(out var sprite))
|
|
return;
|
|
|
|
if (_connectorRsi == null)
|
|
return;
|
|
|
|
foreach (Layer layerKey in Enum.GetValues(typeof(Layer)))
|
|
{
|
|
sprite.LayerMapReserveBlank(layerKey);
|
|
var layer = sprite.LayerMapGet(layerKey);
|
|
sprite.LayerSetRSI(layer, _connectorRsi);
|
|
var layerState = _baseState + ((PipeDirection) layerKey).ToString();
|
|
sprite.LayerSetState(layer, layerState);
|
|
}
|
|
}
|
|
|
|
public override void OnChangeData(AppearanceComponent component)
|
|
{
|
|
base.OnChangeData(component);
|
|
|
|
if (!component.Owner.TryGetComponent<ISpriteComponent>(out var sprite))
|
|
return;
|
|
|
|
if (!component.TryGetData(PipeVisuals.VisualState, out PipeVisualState state))
|
|
return;
|
|
|
|
foreach (Layer layerKey in Enum.GetValues(typeof(Layer)))
|
|
{
|
|
var dir = (PipeDirection) layerKey;
|
|
var layerVisible = state.ConnectedDirections.HasDirection(dir);
|
|
|
|
var layer = sprite.LayerMapGet(layerKey);
|
|
sprite.LayerSetVisible(layer, layerVisible);
|
|
}
|
|
}
|
|
|
|
private enum Layer : byte
|
|
{
|
|
NorthConnection = PipeDirection.North,
|
|
SouthConnection = PipeDirection.South,
|
|
EastConnection = PipeDirection.East,
|
|
WestConnection = PipeDirection.West,
|
|
}
|
|
}
|
|
}
|