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