* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
69 lines
2.2 KiB
C#
69 lines
2.2 KiB
C#
using Content.Shared.GameObjects.Components.PDA;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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namespace Content.Client.GameObjects.Components.PDA
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{
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[UsedImplicitly]
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// ReSharper disable once InconsistentNaming
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public class PDAVisualizer : AppearanceVisualizer
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{
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/// <summary>
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/// The base PDA sprite state, eg. "pda", "pda-clown"
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/// </summary>
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private string _state;
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private enum PDAVisualLayers : byte
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{
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Base,
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Flashlight,
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IDLight
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}
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public override void LoadData(YamlMappingNode node)
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{
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base.LoadData(node);
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if (node.TryGetNode("state", out var child))
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{
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_state = child.AsString();
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}
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}
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public override void InitializeEntity(IEntity entity)
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{
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base.InitializeEntity(entity);
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var sprite = entity.GetComponent<ISpriteComponent>();
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sprite.LayerMapSet(PDAVisualLayers.Base, sprite.AddLayerState(_state));
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sprite.LayerMapSet(PDAVisualLayers.Flashlight, sprite.AddLayerState("light_overlay"));
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sprite.LayerSetShader(PDAVisualLayers.Flashlight, "unshaded");
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sprite.LayerMapSet(PDAVisualLayers.IDLight, sprite.AddLayerState("id_overlay"));
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sprite.LayerSetShader(PDAVisualLayers.IDLight, "unshaded");
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}
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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var sprite = component.Owner.GetComponent<ISpriteComponent>();
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sprite.LayerSetVisible(PDAVisualLayers.Flashlight, false);
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if (component.TryGetData(PDAVisuals.FlashlightLit, out bool isScreenLit))
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{
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sprite.LayerSetVisible(PDAVisualLayers.Flashlight, isScreenLit);
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}
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if (component.TryGetData(PDAVisuals.IDCardInserted, out bool isCardInserted))
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{
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sprite.LayerSetVisible(PDAVisualLayers.IDLight, isCardInserted);
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}
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}
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}
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}
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