* Early commit * Early commit 2 * merging master broke my git * does anyone even read these * life is fleeting * it just works * this time passing integration tests * Remove hashset yaml serialization for now * You got a license for those nullables? * No examine, no context menu, part and mechanism parenting and visibility * Fix wrong brain sprite state * Removing layers was a mistake * just tear body system a new one and see if it still breathes * Remove redundant code * Add that comment back * Separate damage and body, component states, stomach rework * Add containers for body parts * Bring layers back pls * Fix parts magically changing color * Reimplement sprite layer visibility * Fix tests * Add leg test * Active legs is gone Crab rave * Merge fixes, rename DamageState to CurrentState * Remove IShowContextMenu and ICanExamine
70 lines
2.3 KiB
C#
70 lines
2.3 KiB
C#
using System;
|
|
using Content.Shared.GameObjects.Components.Body.Part;
|
|
using Robust.Shared.Serialization;
|
|
|
|
namespace Content.Shared.Preferences.Appearance
|
|
{
|
|
[Serializable, NetSerializable]
|
|
public enum HumanoidVisualLayers
|
|
{
|
|
Hair,
|
|
FacialHair,
|
|
Chest,
|
|
Head,
|
|
Eyes,
|
|
RArm,
|
|
LArm,
|
|
RHand,
|
|
LHand,
|
|
RLeg,
|
|
LLeg,
|
|
RFoot,
|
|
LFoot,
|
|
Handcuffs,
|
|
StencilMask,
|
|
Fire,
|
|
}
|
|
|
|
public static class HumanoidVisualLayersExtension
|
|
{
|
|
public static HumanoidVisualLayers? ToHumanoidLayer(this IBodyPart part)
|
|
{
|
|
return part.PartType switch
|
|
{
|
|
BodyPartType.Other => null,
|
|
BodyPartType.Torso => HumanoidVisualLayers.Chest,
|
|
BodyPartType.Head => HumanoidVisualLayers.Head,
|
|
BodyPartType.Arm => part.Symmetry switch
|
|
{
|
|
BodyPartSymmetry.None => null,
|
|
BodyPartSymmetry.Left => HumanoidVisualLayers.LArm,
|
|
BodyPartSymmetry.Right => HumanoidVisualLayers.RArm,
|
|
_ => throw new ArgumentOutOfRangeException()
|
|
},
|
|
BodyPartType.Hand => part.Symmetry switch
|
|
{
|
|
BodyPartSymmetry.None => null,
|
|
BodyPartSymmetry.Left => HumanoidVisualLayers.LHand,
|
|
BodyPartSymmetry.Right => HumanoidVisualLayers.RHand,
|
|
_ => throw new ArgumentOutOfRangeException()
|
|
},
|
|
BodyPartType.Leg => part.Symmetry switch
|
|
{
|
|
BodyPartSymmetry.None => null,
|
|
BodyPartSymmetry.Left => HumanoidVisualLayers.LLeg,
|
|
BodyPartSymmetry.Right => HumanoidVisualLayers.RLeg,
|
|
_ => throw new ArgumentOutOfRangeException()
|
|
},
|
|
BodyPartType.Foot => part.Symmetry switch
|
|
{
|
|
BodyPartSymmetry.None => null,
|
|
BodyPartSymmetry.Left => HumanoidVisualLayers.LFoot,
|
|
BodyPartSymmetry.Right => HumanoidVisualLayers.RFoot,
|
|
_ => throw new ArgumentOutOfRangeException()
|
|
},
|
|
_ => throw new ArgumentOutOfRangeException()
|
|
};
|
|
}
|
|
}
|
|
}
|