* Use a struct to hold the items for `Directions` in `SunShadowComponent`, fix serialization. * actually make them datafields... * Add NetSerializable to datadef * this is why we can't have nice things
58 lines
1.7 KiB
C#
58 lines
1.7 KiB
C#
using System.Linq;
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using System.Numerics;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Light.Components;
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/// <summary>
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/// Applies <see cref="SunShadowComponent"/> direction vectors based on a time-offset. Will track <see cref="LightCycleComponent"/> on on MapInit
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class SunShadowCycleComponent : Component
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{
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/// <summary>
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/// How long an entire cycle lasts
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/// </summary>
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[DataField, AutoNetworkedField]
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public TimeSpan Duration = TimeSpan.FromMinutes(30);
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[DataField, AutoNetworkedField]
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public TimeSpan Offset;
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// Originally had this as ratios but it was slightly annoying to use.
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/// <summary>
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/// Time to have each direction applied. Will lerp from the current value to the next one.
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/// </summary>
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[DataField, AutoNetworkedField]
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public List<SunShadowCycleDirection> Directions = new()
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{
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new SunShadowCycleDirection(0f, new Vector2(0f, 3f), 0f),
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new SunShadowCycleDirection(0.25f, new Vector2(-3f, -0.1f), 0.5f),
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new SunShadowCycleDirection(0.5f, new Vector2(0f, -3f), 0.8f),
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new SunShadowCycleDirection(0.75f, new Vector2(3f, -0.1f), 0.5f),
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};
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};
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[DataDefinition]
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[Serializable, NetSerializable]
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public partial record struct SunShadowCycleDirection
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{
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[DataField]
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public float Ratio;
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[DataField]
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public Vector2 Direction;
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[DataField]
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public float Alpha;
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public SunShadowCycleDirection(float ratio, Vector2 direction, float alpha)
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{
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Ratio = ratio;
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Direction = direction;
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Alpha = alpha;
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}
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};
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