* Add a subfloor vismask Significantly cuts down on sent entity count. * More optimisations * Fix command * Fixes * namespace cleanup * Review * Vismasks * Content update * Bandaid * awewa * Revert these * reh * Update Content.Shared/SubFloor/TrayScannerComponent.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
55 lines
2.0 KiB
C#
55 lines
2.0 KiB
C#
using Robust.Shared.GameStates;
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namespace Content.Shared.SubFloor
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{
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/// <summary>
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/// Simple component that automatically hides the sibling
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/// <see cref="SpriteComponent" /> when the tile it's on is not a sub floor
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/// (plating).
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/// </summary>
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/// <seealso cref="P:Content.Shared.Maps.ContentTileDefinition.IsSubFloor" />
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[NetworkedComponent]
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[RegisterComponent]
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[Access(typeof(SharedSubFloorHideSystem))]
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public sealed partial class SubFloorHideComponent : Component
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{
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/// <summary>
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/// Whether the entity's current position has a "Floor-type" tile above its current position.
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/// </summary>
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[ViewVariables]
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public bool IsUnderCover { get; set; } = false;
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/// <summary>
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/// Whether interactions with this entity should be blocked while it is under floor tiles.
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/// </summary>
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/// <remarks>
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/// Useful for entities like vents, which are only partially hidden. Anchor attempts will still be blocked.
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/// </remarks>
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[DataField]
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public bool BlockInteractions { get; set; } = true;
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/// <summary>
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/// Whether this entity's ambience should be disabled when underneath the floor.
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/// </summary>
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/// <remarks>
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/// Useful for cables and piping, gives maint it's distinct noise.
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/// </remarks>
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[DataField]
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public bool BlockAmbience { get; set; } = true;
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/// <summary>
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/// Sprite layer keys for the layers that are always visible, even if the entity is below a floor tile. E.g.,
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/// the vent part of a vent is always visible, even though the piping is hidden.
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/// </summary>
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[DataField]
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public HashSet<Enum> VisibleLayers = new();
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/// <summary>
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/// This is used for storing the original draw depth of a t-ray revealed entity.
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/// e.g. when a t-ray revealed cable is drawn above a carpet.
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/// </summary>
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[DataField]
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public int? OriginalDrawDepth;
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}
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}
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