* PaintableAirlockComponent and AirlockGroupPrototype have been replaced * Slightly redesigned SprayPainterSystem for greater versatility * Added handling of changes to the appearance of doors and storages * PaintableGroup prototypes have been created * Generating tabs with styles in the UI * Fix error with undiscovered layer * Slight improvement * Removed unnecessary property * The category for `PaintableGroup` was allocated to a separate prototype so that the engine itself would check if the category existed * Added canisters, but repainting doesn't work * Added localization to styles * Fix sprite changing * Added the ability to paint canisters * slight ui improvement * Fix yamllinter errors * Fix test * The UI now remembers which tab was open * Fix build (?) * Rename * Charges have been added to the spray painter * Added a charge texture for the spray painter * Now spray painter can paint decals * Increased number of charges * Spawning dummy objects has been replaced by PrototypeManager * added a signature about the painting of the object * fix * Code commenting * Fix upstream * Update Content.Shared/SprayPainter/Components/SprayPainterAmmo.cs Co-authored-by: pathetic meowmeow <uhhadd@gmail.com> * review * Now decals can only be painted if the corresponding tab in the menu is open. * Fixed a bug with pipe and decal tabs not being remembered * Update EntityStorageVisualizerSystem.cs * record * loc * Cleanup * Revert electrified visuals * more cleanup, fix charges, del ammo4 * no empty file, remove meta component * closet exceptions, storage visualizer fixes * enable/disable decal through alt-verb * Fix missed merge conflicts * fix snap offset, button event handlers * simpler order, fix snap loc string * Remove PaintableViz.BaseRSI, no decal item, A-Z * State-respecting UI, BUI updates, FTL fixes * revert DecalPlacerWindow changes * revert unwanted changes, cleanup function order * Limit SprayPainterAmmo write access to AmmoSystem * Remove PaintedSystem * spray paint ammo lathe recipe, youtool listing * category as a list, groups as subtabs * Restore inhand copyright in meta.json * empty spray painter, recipe produces an empty one * allow alpha on spray painter decals * add comments * paintable wall lockers * Restrict painting more objects * Suggested event changes, event cleanup * component comments, fix ammo inhands * uncleanable decals, dirty styles on mapinit * organize paintables, separate emergency/closet grp * fix categories newline at EOF * airlock group whitespace cleanup * realphabetize * Clean up EntityStorageViz merge conflict markers * Apply requested changes * Apply suggestions from sowelipililimute's review Co-authored-by: pathetic meowmeow <uhhadd@gmail.com> * betrayal most foul * Remove members from EntityPaintedEvent * No emerg. group, steelsec to secure, locker/closet * Enable repainting the medical wall locker * comments, no flags on PaintableVisuals * Remove locked variants from closets/wall closets * removable decals * off value consistency * can't paint away those bones * fix precedence * Remove AirlockDepartment, AirlockGroup protos Both unused. * whitelist consistency re: ammo component * add standing emergency closet styles * alphabetize the spray painter listings --------- Co-authored-by: Ertanic <black.ikra.14@gmail.com> Co-authored-by: Эдуард <36124833+Ertanic@users.noreply.github.com> Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
112 lines
4.6 KiB
C#
112 lines
4.6 KiB
C#
using Content.Shared.SprayPainter.Prototypes;
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using Content.Shared.Storage;
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using Robust.Client.GameObjects;
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using Robust.Shared.Prototypes;
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namespace Content.Client.Storage.Visualizers;
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public sealed class EntityStorageVisualizerSystem : VisualizerSystem<EntityStorageVisualsComponent>
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IComponentFactory _componentFactory = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EntityStorageVisualsComponent, ComponentInit>(OnComponentInit);
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}
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/// <summary>
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/// Sets the base sprite to this layer. Exists to make the inheritance tree less boilerplate-y.
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/// </summary>
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private void OnComponentInit(EntityUid uid, EntityStorageVisualsComponent comp, ComponentInit args)
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{
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if (comp.StateBaseClosed == null)
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return;
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comp.StateBaseOpen ??= comp.StateBaseClosed;
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if (!TryComp<SpriteComponent>(uid, out var sprite))
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return;
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SpriteSystem.LayerSetRsiState((uid, sprite), StorageVisualLayers.Base, comp.StateBaseClosed);
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}
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protected override void OnAppearanceChange(EntityUid uid,
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EntityStorageVisualsComponent comp,
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ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null
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|| !AppearanceSystem.TryGetData<bool>(uid, StorageVisuals.Open, out var open, args.Component))
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return;
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var forceRedrawBase = false;
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if (AppearanceSystem.TryGetData<string>(uid, PaintableVisuals.Prototype, out var prototype, args.Component))
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{
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if (_prototypeManager.TryIndex(prototype, out var proto))
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{
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if (proto.TryGetComponent(out SpriteComponent? sprite, _componentFactory))
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{
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SpriteSystem.SetBaseRsi((uid, args.Sprite), sprite.BaseRSI);
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}
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if (proto.TryGetComponent(out EntityStorageVisualsComponent? visuals, _componentFactory))
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{
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comp.StateBaseOpen = visuals.StateBaseOpen;
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comp.StateBaseClosed = visuals.StateBaseClosed;
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comp.StateDoorOpen = visuals.StateDoorOpen;
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comp.StateDoorClosed = visuals.StateDoorClosed;
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forceRedrawBase = true;
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}
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}
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}
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// Open/Closed state for the storage entity.
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if (SpriteSystem.LayerMapTryGet((uid, args.Sprite), StorageVisualLayers.Door, out _, false))
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{
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if (open)
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{
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if (comp.OpenDrawDepth != null)
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SpriteSystem.SetDrawDepth((uid, args.Sprite), comp.OpenDrawDepth.Value);
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if (comp.StateDoorOpen != null)
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{
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SpriteSystem.LayerSetRsiState((uid, args.Sprite), StorageVisualLayers.Door, comp.StateDoorOpen);
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SpriteSystem.LayerSetVisible((uid, args.Sprite), StorageVisualLayers.Door, true);
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}
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else
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{
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SpriteSystem.LayerSetVisible((uid, args.Sprite), StorageVisualLayers.Door, false);
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}
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if (comp.StateBaseOpen != null)
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SpriteSystem.LayerSetRsiState((uid, args.Sprite), StorageVisualLayers.Base, comp.StateBaseOpen);
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else if (forceRedrawBase && comp.StateBaseClosed != null)
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SpriteSystem.LayerSetRsiState((uid, args.Sprite), StorageVisualLayers.Base, comp.StateBaseClosed);
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}
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else
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{
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if (comp.ClosedDrawDepth != null)
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SpriteSystem.SetDrawDepth((uid, args.Sprite), comp.ClosedDrawDepth.Value);
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if (comp.StateDoorClosed != null)
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{
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SpriteSystem.LayerSetRsiState((uid, args.Sprite), StorageVisualLayers.Door, comp.StateDoorClosed);
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SpriteSystem.LayerSetVisible((uid, args.Sprite), StorageVisualLayers.Door, true);
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}
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else
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SpriteSystem.LayerSetVisible((uid, args.Sprite), StorageVisualLayers.Door, false);
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if (comp.StateBaseClosed != null)
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SpriteSystem.LayerSetRsiState((uid, args.Sprite), StorageVisualLayers.Base, comp.StateBaseClosed);
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else if (forceRedrawBase && comp.StateBaseOpen != null)
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SpriteSystem.LayerSetRsiState((uid, args.Sprite), StorageVisualLayers.Base, comp.StateBaseOpen);
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}
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}
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}
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}
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public enum StorageVisualLayers : byte
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{
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Base,
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Door
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}
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