* refactor and add Department to PaintableAirlock, move it to server dir since its in namespace * add departments to doors, cleanup * add style -> departments mapping * AirlockDepartmentsPrototype * update shared spray stuff to have department * name file the same as the class name * department optional * refactor spray painter system + send department * fixy * client * no need to rewrite ActivateableUi * pro ops * the reckoning * hiss * . * :trollface: * add standard atmos colors to palette * Update Content.Shared/SprayPainter/SharedSprayPainterSystem.cs --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
45 lines
1.3 KiB
C#
45 lines
1.3 KiB
C#
using Content.Shared.DoAfter;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.SprayPainter.Components;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class SprayPainterComponent : Component
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{
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[DataField]
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public SoundSpecifier SpraySound = new SoundPathSpecifier("/Audio/Effects/spray2.ogg");
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[DataField]
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public TimeSpan AirlockSprayTime = TimeSpan.FromSeconds(3);
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[DataField]
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public TimeSpan PipeSprayTime = TimeSpan.FromSeconds(1);
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/// <summary>
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/// DoAfterId for airlock spraying.
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/// Pipes do not track doafters so you can spray multiple at once.
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/// </summary>
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[DataField]
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public DoAfterId? AirlockDoAfter;
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/// <summary>
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/// Pipe color chosen to spray with.
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/// </summary>
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[DataField, AutoNetworkedField]
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public string? PickedColor;
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/// <summary>
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/// Pipe colors that can be selected.
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/// </summary>
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[DataField]
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public Dictionary<string, Color> ColorPalette = new();
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/// <summary>
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/// Airlock style index selected.
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/// After prototype reload this might not be the same style but it will never be out of bounds.
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/// </summary>
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[DataField, AutoNetworkedField]
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public int Index;
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}
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