41 lines
1.1 KiB
C#
41 lines
1.1 KiB
C#
using Robust.Shared.Analyzers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Reflection;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.RandomAppearance;
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[RegisterComponent]
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[Friend(typeof(RandomAppearanceSystem))]
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public sealed class RandomAppearanceComponent : Component, ISerializationHooks
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{
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[DataField("spriteStates")]
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public string[] SpriteStates = {"0", "1", "2", "3", "4"};
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/// <summary>
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/// What appearance enum key should be set to the random sprite state?
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/// </summary>
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[DataField("key", required: true)]
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public string EnumKeyRaw = default!;
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/// <summary>
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/// The actual enum after reflection.
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/// </summary>
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public System.Enum? EnumKey;
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void ISerializationHooks.AfterDeserialization()
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{
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if (IoCManager.Resolve<IReflectionManager>().TryParseEnumReference(EnumKeyRaw, out var @enum))
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{
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EnumKey = @enum;
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}
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else
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{
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Logger.Error($"RandomAppearance enum key {EnumKeyRaw} could not be parsed!");
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}
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}
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}
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