Files
tbd-station-14/Content.Shared/Nutrition/Components/FoodSequenceElementComponent.cs
Ed e659eb992f Custom Taco & Kebabs - FoodSequence 2 (#30905)
* control layer ordering

* sprite update

* taco!

* taco naming gen

* fix separator naming

* some proto fixes

* default naming separation

* fix taco naming

* rat update

* hamsterburger

* organs taco

* remove from spawners

* fixes

* fix separators and lemons

* Update food-sequence.ftl

* randomization offset

* fix

* kebabs refactor

* fix

* skewer weapon

* Update food_single.yml

* Update migration.yml

* suppermatter

* hamlet centered

* hamsburger

* Update dead-0.png

* 20 -> 4 burger layers max

* Update burger.yml

* canReact: false

* capfruit update

* Update burger.yml

* Update burger.yml

* Update produce.yml

* some fixes

* Update Resources/Textures/Objects/Consumable/Food/taco.rsi/meta.json

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Content.Shared/Nutrition/Components/FoodSequenceStartPointComponent.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Content.Shared/Nutrition/Components/FoodSequenceStartPointComponent.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* chicken

* Update food-sequence.ftl

* documentation

* fixes

* Update meat.yml

* Update meat.yml

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2024-08-14 15:04:00 +02:00

56 lines
1.7 KiB
C#

using System.Numerics;
using Content.Shared.Nutrition.EntitySystems;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
namespace Content.Shared.Nutrition.Components;
/// <summary>
/// Tndicates that this entity can be inserted into FoodSequence, which will transfer all reagents to the target.
/// </summary>
[RegisterComponent, Access(typeof(SharedFoodSequenceSystem))]
public sealed partial class FoodSequenceElementComponent : Component
{
/// <summary>
/// the same object can be used in different sequences, and it will have a different sprite in different sequences.
/// </summary>
[DataField(required: true)]
public Dictionary<string, FoodSequenceElementEntry> Entries = new();
/// <summary>
/// which solution we will add to the main dish
/// </summary>
[DataField]
public string Solution = "food";
/// <summary>
/// state used to generate the appearance of the added layer
/// </summary>
[DataField]
public SpriteSpecifier? Sprite;
}
[DataRecord, Serializable, NetSerializable]
public sealed class FoodSequenceElementEntry
{
/// <summary>
/// A localized name piece to build into the item name generator.
/// </summary>
public LocId? Name { get; set; } = null;
/// <summary>
/// overriding default sprite
/// </summary>
public SpriteSpecifier? Sprite { get; set; } = null;
/// <summary>
/// If the layer is the final one, it can be added over the limit, but no other layers can be added after it.
/// </summary>
public bool Final { get; set; } = false;
/// <summary>
/// the shear of a particular layer. Allows a little "randomization" of each layer.
/// </summary>
public Vector2 LocalOffset { get; set; } = Vector2.Zero;
}