* Add doors to the navmap * tweaksies * gah * draw primitive * draw primitive? at least take me out to dinner first! * Update Content.Client/Pinpointer/UI/NavMapControl.cs * casualties --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
37 lines
877 B
C#
37 lines
877 B
C#
using Robust.Shared.GameStates;
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namespace Content.Shared.Pinpointer;
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/// <summary>
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/// Used to store grid poly data to be used for UIs.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class NavMapComponent : Component
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{
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/*
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* Don't need DataFields as this can be reconstructed
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*/
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[ViewVariables]
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public readonly Dictionary<Vector2i, NavMapChunk> Chunks = new();
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[ViewVariables] public readonly List<SharedNavMapSystem.NavMapBeacon> Beacons = new();
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[ViewVariables] public readonly List<SharedNavMapSystem.NavMapAirlock> Airlocks = new();
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}
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public sealed class NavMapChunk
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{
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public readonly Vector2i Origin;
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/// <summary>
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/// Bitmask for tiles, 1 for occupied and 0 for empty.
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/// </summary>
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public int TileData;
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public NavMapChunk(Vector2i origin)
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{
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Origin = origin;
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}
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}
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