* - Combine enum keys `ToggleableLightVisuals` and `ToggleVisuals` into `ToggleableVisuals` - Rename `ToggleableLightVisualsComponent` to `ToggleableVisualsComponent` and `ToggleableLightVisualsSystem` to `ToggleableVisualsSystem` - (The `SpriteLayer` field on the component is now required because the old default of `light` doesn't make sense anymore) - Make it so that `ToggleableVisualsComponent` works even when there's not a light attached to the entity - (Amazingly this seems to have only applied to Headphones, but I can only imagine there are many other things people would like to do with simple toggleable visuals) - Explicitly make `ItemTogglePointLightComponent`'s purpose to make `ToggleVisualsComponent` apply to `PointLightComponent`s on the same entity. - Add field `ToggleableVisualsColorModulatesLights`, which makes the `Color` appearance value of `ToggleableVisuals` modulate the color of lights on the same entity - Lots of prototype updates to uptake the above * fix bad merge * unbork robust * blindly letting rider reformat stuff * I guess I never cleaned up these imports at all
39 lines
1015 B
C#
39 lines
1015 B
C#
using Content.Shared.Actions;
|
|
using Robust.Shared.Serialization;
|
|
|
|
namespace Content.Shared.Toggleable;
|
|
|
|
/// <summary>
|
|
/// Generic action-event for toggle-able components.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If you are using <c>ItemToggleComponent</c> subscribe to <c>ItemToggledEvent</c> instead.
|
|
/// </remarks>
|
|
public sealed partial class ToggleActionEvent : InstantActionEvent;
|
|
|
|
/// <summary>
|
|
/// Generic enum keys for toggle-visualizer appearance data & sprite layers.
|
|
/// </summary>
|
|
[Serializable, NetSerializable]
|
|
public enum ToggleableVisuals : byte
|
|
{
|
|
Enabled,
|
|
Layer,
|
|
Color,
|
|
}
|
|
|
|
/// <summary>
|
|
/// Generic sprite layer keys.
|
|
/// </summary>
|
|
[Serializable, NetSerializable]
|
|
public enum LightLayers : byte
|
|
{
|
|
Light,
|
|
|
|
/// <summary>
|
|
/// Used as a key for generic unshaded layers. Not necessarily related to an entity with an actual light source.
|
|
/// Use this instead of creating a unique single-purpose "unshaded" enum for every visualizer.
|
|
/// </summary>
|
|
Unshaded,
|
|
}
|