60 lines
1.7 KiB
C#
60 lines
1.7 KiB
C#
using System.Collections.Generic;
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using Robust.Server.GameObjects;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components
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{
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[RegisterComponent]
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public class RandomSpriteColorComponent : Component, IMapInit
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{
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public override string Name => "RandomSpriteColor";
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private string _selectedColor;
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private string _baseState;
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private Dictionary<string, Color> _colors;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _selectedColor, "selected", null);
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serializer.DataField(ref _baseState, "state", "error");
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serializer.DataFieldCached(ref _colors, "colors", new Dictionary<string, Color>());
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}
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void IMapInit.MapInit()
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{
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if (_colors == null)
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{
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return;
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}
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var random = IoCManager.Resolve<IRobustRandom>();
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_selectedColor = random.Pick(_colors.Keys);
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UpdateColor();
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}
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protected override void Startup()
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{
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base.Startup();
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UpdateColor();
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}
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private void UpdateColor()
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{
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if (Owner.TryGetComponent(out SpriteComponent spriteComponent) && _colors != null && _selectedColor != null)
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{
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spriteComponent.LayerSetState(0, _baseState);
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spriteComponent.LayerSetColor(0, _colors[_selectedColor]);
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}
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}
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}
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}
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