* -Started Gas Analyzer -TemperatureHelpers * Formatting * Adds PopupTooltip to NotifyManager * Revert Tooltip fuckery * Gas Analyzer gives proper error messages * Localization * Added a very wip gas analyzer ui * UI works, doesn't look good but hey * Safety checks * Fancy WIP gas mix bar * Gas Color * Gas Amount shows only 2 decimal places * -Made bar full width -Moved gas list into a table -Some gas bar things * IDropped something * Description * -Percentage -Padding * ItemStatus * -Proper Danger Warnings -Added Warning danger state * Pressure unit Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
90 lines
3.4 KiB
C#
90 lines
3.4 KiB
C#
using Robust.Shared.Interfaces.Serialization;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using System;
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using Robust.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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namespace Content.Shared.Atmos
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{
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[Prototype("gas")]
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public class GasPrototype : IPrototype, IIndexedPrototype
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{
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public string Name { get; private set; }
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// TODO: Control gas amount necessary for overlay to appear
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// TODO: Add interfaces for gas behaviours e.g. breathing, burning
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public string ID { get; private set; }
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/// <summary>
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/// Specific heat for gas.
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/// </summary>
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public float SpecificHeat { get; private set; }
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/// <summary>
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/// Minimum amount of moles for this gas to be visible.
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/// </summary>
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public float GasMolesVisible { get; private set; }
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/// <summary>
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/// Visibility for this gas will be max after this value.
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/// </summary>
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public float GasMolesVisibleMax => GasMolesVisible * Atmospherics.FactorGasVisibleMax;
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/// <summary>
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/// If this reagent is in gas form, this is the path to the overlay that will be used to make the gas visible.
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/// </summary>
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public string GasOverlayTexture { get; private set; }
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/// <summary>
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/// If this reagent is in gas form, this will be the path to the RSI sprite that will be used to make the gas visible.
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/// </summary>
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public string GasOverlayState { get; set; }
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/// <summary>
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/// State for the gas RSI overlay.
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/// </summary>
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public string GasOverlaySprite { get; set; }
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/// <summary>
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/// Sprite specifier for the gas overlay.
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/// </summary>
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public SpriteSpecifier GasOverlay
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{
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get
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{
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if(string.IsNullOrEmpty(GasOverlaySprite) && !string.IsNullOrEmpty(GasOverlayTexture))
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return new SpriteSpecifier.Texture(new ResourcePath(GasOverlayTexture));
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if(!string.IsNullOrEmpty(GasOverlaySprite) && !string.IsNullOrEmpty(GasOverlayState))
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return new SpriteSpecifier.Rsi(new ResourcePath(GasOverlaySprite), GasOverlayState);
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return null;
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}
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}
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/// <summary>
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/// Path to the tile overlay used when this gas appears visible.
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/// </summary>
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public string OverlayPath { get; private set; }
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public string Color { get; private set; }
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public void LoadFrom(YamlMappingNode mapping)
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{
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var serializer = YamlObjectSerializer.NewReader(mapping);
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serializer.DataField(this, x => ID, "id", string.Empty);
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serializer.DataField(this, x => Name, "name", string.Empty);
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serializer.DataField(this, x => OverlayPath, "overlayPath", string.Empty);
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serializer.DataField(this, x => SpecificHeat, "specificHeat", 0f);
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serializer.DataField(this, x => GasMolesVisible, "gasMolesVisible", 0.25f);
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serializer.DataField(this, x => GasOverlayTexture, "gasOverlayTexture", string.Empty);
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serializer.DataField(this, x => GasOverlaySprite, "gasOverlaySprite", string.Empty);
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serializer.DataField(this, x => GasOverlayState, "gasOverlayState", string.Empty);
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serializer.DataField(this, x => Color, "color", string.Empty);
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}
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}
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}
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