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OldThink/Content.Client/IconSmoothing/IconSmoothComponent.cs

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using JetBrains.Annotations;
using Robust.Client.Graphics;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Client.IconSmoothing
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{
/// <summary>
/// Makes sprites of other grid-aligned entities like us connect.
/// </summary>
/// <remarks>
/// The system is based on Baystation12's smoothwalling, and thus will work with those.
/// To use, set <c>base</c> equal to the prefix of the corner states in the sprite base RSI.
/// Any objects with the same <c>key</c> will connect.
/// </remarks>
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[RegisterComponent]
public sealed partial class IconSmoothComponent : Component
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{
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[ViewVariables(VVAccess.ReadWrite), DataField("enabled")]
public bool Enabled = true;
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public (EntityUid?, Vector2i)? LastPosition;
/// <summary>
/// We will smooth with other objects with the same key.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("key")]
public string? SmoothKey { get; private set; }
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/// <summary>
/// Prepended to the RSI state.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("base")]
public string StateBase { get; private set; } = string.Empty;
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[DataField("shader", customTypeSerializer:typeof(PrototypeIdSerializer<ShaderPrototype>))]
public string? Shader;
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/// <summary>
/// Mode that controls how the icon should be selected.
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/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("mode")]
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public IconSmoothingMode Mode = IconSmoothingMode.Corners;
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/// <summary>
/// Used by <see cref="IconSmoothSystem"/> to reduce redundant updates.
/// </summary>
internal int UpdateGeneration { get; set; }
}
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/// <summary>
/// Controls the mode with which icon smoothing is calculated.
/// </summary>
[PublicAPI]
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public enum IconSmoothingMode : byte
{
/// <summary>
/// Each icon is made up of 4 corners, each of which can get a different state depending on
/// adjacent entities clockwise, counter-clockwise and diagonal with the corner.
/// </summary>
Corners,
/// <summary>
/// There are 16 icons, only one of which is used at once.
/// The icon selected is a bit field made up of the cardinal direction flags that have adjacent entities.
/// </summary>
CardinalFlags,
/// <summary>
/// The icon represents a triangular sprite with only 2 states, representing South / East being occupied or not.
/// </summary>
Diagonal,
/// <summary>
/// Where this component contributes to our neighbors being calculated but we do not update our own sprite.
/// </summary>
NoSprite,
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}
}