* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
116 lines
4.8 KiB
C#
116 lines
4.8 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Client.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using static Content.Client.GameObjects.Components.IconSmoothing.IconSmoothComponent;
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namespace Content.Client.GameObjects.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedWindowComponent))]
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public sealed class WindowComponent : SharedWindowComponent
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{
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[DataField("base")]
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private string _stateBase = default;
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private ISpriteComponent _sprite;
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private SnapGridComponent _snapGrid;
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public override void Initialize()
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{
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base.Initialize();
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_sprite = Owner.GetComponent<ISpriteComponent>();
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_snapGrid = Owner.GetComponent<SnapGridComponent>();
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}
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/// <inheritdoc />
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protected override void Startup()
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{
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base.Startup();
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_snapGrid.OnPositionChanged += SnapGridOnPositionChanged;
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new WindowSmoothDirtyEvent(Owner));
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var state0 = $"{_stateBase}0";
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const string cracksRSIPath = "/Textures/Constructible/Structures/Windows/cracks.rsi";
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_sprite.LayerMapSet(CornerLayers.SE, _sprite.AddLayerState(state0));
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_sprite.LayerSetDirOffset(CornerLayers.SE, SpriteComponent.DirectionOffset.None);
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_sprite.LayerMapSet(WindowDamageLayers.DamageSE, _sprite.AddLayerState("0_1", cracksRSIPath));
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_sprite.LayerSetShader(WindowDamageLayers.DamageSE, "unshaded");
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_sprite.LayerSetVisible(WindowDamageLayers.DamageSE, false);
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_sprite.LayerMapSet(CornerLayers.NE, _sprite.AddLayerState(state0));
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_sprite.LayerSetDirOffset(CornerLayers.NE, SpriteComponent.DirectionOffset.CounterClockwise);
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_sprite.LayerMapSet(WindowDamageLayers.DamageNE, _sprite.AddLayerState("0_1", cracksRSIPath));
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_sprite.LayerSetDirOffset(WindowDamageLayers.DamageNE, SpriteComponent.DirectionOffset.CounterClockwise);
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_sprite.LayerSetShader(WindowDamageLayers.DamageNE, "unshaded");
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_sprite.LayerSetVisible(WindowDamageLayers.DamageNE, false);
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_sprite.LayerMapSet(CornerLayers.NW, _sprite.AddLayerState(state0));
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_sprite.LayerSetDirOffset(CornerLayers.NW, SpriteComponent.DirectionOffset.Flip);
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_sprite.LayerMapSet(WindowDamageLayers.DamageNW, _sprite.AddLayerState("0_1", cracksRSIPath));
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_sprite.LayerSetDirOffset(WindowDamageLayers.DamageNW, SpriteComponent.DirectionOffset.Flip);
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_sprite.LayerSetShader(WindowDamageLayers.DamageNW, "unshaded");
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_sprite.LayerSetVisible(WindowDamageLayers.DamageNW, false);
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_sprite.LayerMapSet(CornerLayers.SW, _sprite.AddLayerState(state0));
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_sprite.LayerSetDirOffset(CornerLayers.SW, SpriteComponent.DirectionOffset.Clockwise);
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_sprite.LayerMapSet(WindowDamageLayers.DamageSW, _sprite.AddLayerState("0_1", cracksRSIPath));
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_sprite.LayerSetDirOffset(WindowDamageLayers.DamageSW, SpriteComponent.DirectionOffset.Clockwise);
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_sprite.LayerSetShader(WindowDamageLayers.DamageSW, "unshaded");
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_sprite.LayerSetVisible(WindowDamageLayers.DamageSW, false);
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}
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/// <inheritdoc />
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protected override void Shutdown()
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{
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_snapGrid.OnPositionChanged -= SnapGridOnPositionChanged;
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base.Shutdown();
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}
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private void SnapGridOnPositionChanged()
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{
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new WindowSmoothDirtyEvent(Owner));
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}
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public void UpdateSprite()
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{
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var lowWall = FindLowWall();
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if (lowWall == null)
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{
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return;
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}
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_sprite.LayerSetState(CornerLayers.NE, $"{_stateBase}{(int) lowWall.LastCornerNE}");
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_sprite.LayerSetState(CornerLayers.SE, $"{_stateBase}{(int) lowWall.LastCornerSE}");
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_sprite.LayerSetState(CornerLayers.SW, $"{_stateBase}{(int) lowWall.LastCornerSW}");
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_sprite.LayerSetState(CornerLayers.NW, $"{_stateBase}{(int) lowWall.LastCornerNW}");
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}
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private LowWallComponent FindLowWall()
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{
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foreach (var entity in _snapGrid.GetLocal())
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{
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if (entity.TryGetComponent(out LowWallComponent lowWall))
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{
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return lowWall;
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}
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}
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return null;
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}
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}
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[SuppressMessage("ReSharper", "InconsistentNaming")]
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public enum WindowDamageLayers : byte
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{
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DamageSE,
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DamageNE,
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DamageNW,
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DamageSW
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}
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}
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