* Early commit * Early commit 2 * merging master broke my git * does anyone even read these * life is fleeting * it just works * this time passing integration tests * Remove hashset yaml serialization for now * You got a license for those nullables? * No examine, no context menu, part and mechanism parenting and visibility * Fix wrong brain sprite state * Removing layers was a mistake * just tear body system a new one and see if it still breathes * Remove redundant code * Add that comment back * Separate damage and body, component states, stomach rework * Add containers for body parts * Bring layers back pls * Fix parts magically changing color * Reimplement sprite layer visibility * Fix tests * Add leg test * Active legs is gone Crab rave * Merge fixes, rename DamageState to CurrentState * Remove IShowContextMenu and ICanExamine
35 lines
1.0 KiB
C#
35 lines
1.0 KiB
C#
#nullable enable
|
|
using Content.Shared.GameObjects.Components.Body.Mechanism;
|
|
using Content.Shared.GameObjects.Components.Body.Part;
|
|
using Robust.Client.Interfaces.GameObjects.Components;
|
|
using Robust.Shared.GameObjects;
|
|
|
|
namespace Content.Client.GameObjects.Components.Body.Mechanism
|
|
{
|
|
[RegisterComponent]
|
|
[ComponentReference(typeof(SharedMechanismComponent))]
|
|
[ComponentReference(typeof(IMechanism))]
|
|
public class MechanismComponent : SharedMechanismComponent
|
|
{
|
|
protected override void OnPartAdd(IBodyPart? old, IBodyPart current)
|
|
{
|
|
base.OnPartAdd(old, current);
|
|
|
|
if (Owner.TryGetComponent(out ISpriteComponent? sprite))
|
|
{
|
|
sprite.Visible = false;
|
|
}
|
|
}
|
|
|
|
protected override void OnPartRemove(IBodyPart old)
|
|
{
|
|
base.OnPartRemove(old);
|
|
|
|
if (Owner.TryGetComponent(out ISpriteComponent? sprite))
|
|
{
|
|
sprite.Visible = true;
|
|
}
|
|
}
|
|
}
|
|
}
|