* - Combine enum keys `ToggleableLightVisuals` and `ToggleVisuals` into `ToggleableVisuals` - Rename `ToggleableLightVisualsComponent` to `ToggleableVisualsComponent` and `ToggleableLightVisualsSystem` to `ToggleableVisualsSystem` - (The `SpriteLayer` field on the component is now required because the old default of `light` doesn't make sense anymore) - Make it so that `ToggleableVisualsComponent` works even when there's not a light attached to the entity - (Amazingly this seems to have only applied to Headphones, but I can only imagine there are many other things people would like to do with simple toggleable visuals) - Explicitly make `ItemTogglePointLightComponent`'s purpose to make `ToggleVisualsComponent` apply to `PointLightComponent`s on the same entity. - Add field `ToggleableVisualsColorModulatesLights`, which makes the `Color` appearance value of `ToggleableVisuals` modulate the color of lights on the same entity - Lots of prototype updates to uptake the above * fix bad merge * unbork robust * blindly letting rider reformat stuff * I guess I never cleaned up these imports at all
17 lines
526 B
C#
17 lines
526 B
C#
using Robust.Shared.GameStates;
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namespace Content.Shared.ContainerHeld;
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[RegisterComponent, NetworkedComponent]
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public sealed partial class ContainerHeldComponent: Component
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{
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/// <summary>
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/// The amount of weight needed to be in the container
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/// in order for it to toggle it's appearance
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/// to ToggleableVisuals.Enabled = true, and
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/// SetHeldPrefix() to "full" instead of "empty".
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/// </summary>
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[DataField("threshold")]
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public int Threshold { get; private set; } = 1;
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}
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