Files
tbd-station-14/Content.Client/Shuttles/Systems/ShuttleSystem.Console.cs
metalgearsloth c5486873db Shuttle console + FTL rework (#24430)
* 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
2024-03-03 18:39:19 +11:00

49 lines
1.7 KiB
C#

using Content.Client.Resources;
using Content.Client.Shuttles.UI;
using Content.Shared.Shuttles.Components;
using Content.Shared.Shuttles.UI.MapObjects;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Shared.Map;
using Robust.Shared.Physics.Components;
namespace Content.Client.Shuttles.Systems;
public sealed partial class ShuttleSystem
{
[Dependency] private readonly IResourceCache _resource = default!;
/// <summary>
/// Gets the parallax to use for the specified map or uses the fallback if not available.
/// </summary>
public Texture GetTexture(Entity<ShuttleMapParallaxComponent?> entity)
{
if (!Resolve(entity, ref entity.Comp, false))
{
return _resource.GetTexture(ShuttleMapParallaxComponent.FallbackTexture);
}
return _resource.GetTexture(entity.Comp.TexturePath);
}
/// <summary>
/// Gets the map coordinates of a map object.
/// </summary>
public MapCoordinates GetMapCoordinates(IMapObject mapObj)
{
switch (mapObj)
{
case ShuttleBeaconObject beacon:
return GetCoordinates(beacon.Coordinates).ToMap(EntityManager, XformSystem);
case ShuttleExclusionObject exclusion:
return GetCoordinates(exclusion.Coordinates).ToMap(EntityManager, XformSystem);
case GridMapObject grid:
var gridXform = Transform(grid.Entity);
Entity<PhysicsComponent?, TransformComponent?> gridEnt = (grid.Entity, null, gridXform);
return new MapCoordinates(Maps.GetGridPosition(gridEnt), gridXform.MapID);
default:
throw new ArgumentOutOfRangeException();
}
}
}