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