58 lines
1.9 KiB
C#
58 lines
1.9 KiB
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Light.Components;
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/// <summary>
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/// Makes the color of lights on an entity fluctuate. Will update point-light color and modulate some or all of the
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/// sprite layers. Will also modulate the color of any unshaded layers that this entity contributes to a wearer or holder.
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/// </summary>
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/// <remarks>
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/// Networked ~~solely for admemes~~ for completely legitimate reasons, like hacked energy swords.
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/// </remarks>
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[NetworkedComponent, RegisterComponent, Access(typeof(SharedRgbLightControllerSystem))]
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public sealed partial class RgbLightControllerComponent : Component
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{
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[DataField("cycleRate")]
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public float CycleRate { get; set; } = 0.1f;
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/// <summary>
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/// What layers of the sprite to modulate? If null, will affect only unshaded layers.
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/// </summary>
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[DataField("layers")]
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public List<int>? Layers;
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/// <summary>
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/// Original light color from befor the rgb was aded. Used to revert colors when removed.
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/// </summary>
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public Color OriginalLightColor;
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/// <summary>
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/// Original colors of the sprite layersfrom before the rgb was added. Used to revert colors when removed.
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/// </summary>
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public Dictionary<int, Color>? OriginalLayerColors;
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/// <summary>
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/// User that is holding or wearing this entity
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/// </summary>
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public EntityUid? Holder;
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/// <summary>
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/// List of unshaded layers on the holder/wearer that are being modulated.
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/// </summary>
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public List<string>? HolderLayers;
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}
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[Serializable, NetSerializable]
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public sealed class RgbLightControllerState : ComponentState
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{
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public readonly float CycleRate;
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public List<int>? Layers;
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public RgbLightControllerState(float cycleRate, List<int>? layers)
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{
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CycleRate = cycleRate;
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Layers = layers;
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}
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}
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