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