* Add shuttle interior drawing back Just do it per-tile she'll be right, at least it's done with 1 draw call. * Revamp shuttle console * Bunch of cleanup work * Lables sortito * dok * Pixel alignment and colours * Fix a bunch of drawing bugs * Shuttle map drawing * Drawing fixes * Map parallax working finally * weh * Commit all my stuff * mic * deez * Update everything * Xamlify everything * uh * Rudimentary blocker range * My enemies have succeeded * Bunch of changes to FTL * Heaps of cleanup * Fix FTL bugs * FTL * weewoo * FTL fallback * wew * weh * Basic FTL working * FTL working * FTL destination fixes * a * Exclusion zones * Fix drawing / FTL * Beacons working * Coordinates drawing * Fix unknown map names * Dorks beginning * State + docking cleanup start * Basic dock drawing * Bunch of drawing fixes * Batching / color fixes * Cleanup and beacons support * weh * weh * Begin pings * First draft at map objects * Map fixup * Faster drawing * Fix perf + FTL * Cached drawing * Fix drawing * Best I got * strips * Back to lists but with caching * Final optimisation * Fix dock bounds * Docking work * stinker * kobolds * Btns * Docking vis working * Fix docking pre-vis * canasses * Helldivers 2 * a * Array life * Fix * Fix TODOs * liltenhead feature club * dorking * Merge artifacts * Last-minute touchup
29 lines
804 B
C#
29 lines
804 B
C#
using JetBrains.Annotations;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Parallax;
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/// <summary>
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/// Handles per-map parallax
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
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public sealed partial class ParallaxComponent : Component
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{
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// I wish I could use a typeserializer here but parallax is extremely client-dependent.
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[DataField, AutoNetworkedField]
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public string Parallax = "Default";
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[UsedImplicitly, ViewVariables(VVAccess.ReadWrite)]
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// ReSharper disable once InconsistentNaming
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public string ParallaxVV
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{
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get => Parallax;
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set
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{
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if (value.Equals(Parallax)) return;
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Parallax = value;
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IoCManager.Resolve<IEntityManager>().Dirty(this);
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}
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}
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}
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