Files
tbd-station-14/Content.Shared/Nutrition/Components/FoodSequenceStartPointComponent.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

105 lines
3.0 KiB
C#

using System.Numerics;
using Content.Shared.Nutrition.EntitySystems;
using Robust.Shared.GameStates;
namespace Content.Shared.Nutrition.Components;
/// <summary>
/// A starting point for the creation of procedural food.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true), Access(typeof(SharedFoodSequenceSystem))]
public sealed partial class FoodSequenceStartPointComponent : Component
{
/// <summary>
/// A key that determines which types of food elements can be attached to a food.
/// </summary>
[DataField(required: true)]
public string Key = string.Empty;
/// <summary>
/// The maximum number of layers of food that can be placed on this item.
/// </summary>
[DataField]
public int MaxLayers = 10;
/// <summary>
/// Start shift from the center of the sprite where the first layer of food will be placed.
/// </summary>
[DataField]
public Vector2 StartPosition = Vector2.Zero;
/// <summary>
/// Shift from the start position applied to each subsequent layer.
/// </summary>
[DataField]
public Vector2 Offset = Vector2.Zero;
/// <summary>
/// Can we put more layers?
/// </summary>
[DataField]
public bool Finished;
/// <summary>
/// list of sprite states to be displayed on this object.
/// </summary>
[DataField, AutoNetworkedField]
public List<FoodSequenceElementEntry> FoodLayers = new();
public HashSet<string> RevealedLayers = new();
/// <summary>
/// target layer, where new layers will be added. This allows you to control the order of generative layers and static layers.
/// </summary>
[DataField]
public string TargetLayerMap = "foodSequenceLayers";
/// <summary>
/// If true, the generative layers will be placed in reverse order.
/// </summary>
[DataField]
public bool InverseLayers;
/// <summary>
/// each layer will get a random offset in the specified range
/// </summary>
[DataField]
public Vector2 MaxLayerOffset = Vector2.Zero;
/// <summary>
/// each layer will get a random offset in the specified range
/// </summary>
[DataField]
public Vector2 MinLayerOffset = Vector2.Zero;
/// <summary>
/// solution where reagents will be added from newly added ingredients
/// </summary>
[DataField]
public string Solution = "food";
/// <summary>
/// LocId with a name generation pattern.
/// </summary>
[DataField]
public LocId? NameGeneration;
/// <summary>
/// the part of the name generation used in the pattern
/// </summary>
[DataField]
public LocId? NamePrefix;
/// <summary>
/// content in the form of all added ingredients will be separated by these symbols
/// </summary>
[DataField]
public string? ContentSeparator;
/// <summary>
/// the part of the name generation used in the pattern
/// </summary>
[DataField]
public LocId? NameSuffix;
}