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OldThink/Content.Client/PDA/PDAVisualizer.cs

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Moving PDA to ECS (#4538) * Moved pen slot to separate component * Moved it all to more generic item slot class * Add sounds * Item slots now supports many slots * Some clean-up * Refactored slots a bit * Moving ID card out * Moving pda to system * Moving PDA owner to ECS * Moved PDA flashlight to separate component * Toggle lights work through events * Fixing UI * Moving uplink to separate component * Continue moving uplink to separate component * More cleaning * Removing pda shared * Nuked shared pda component * Fixed flashlight * Pen slot now showed in UI * Light toggle now shows correctly in UI * Small refactoring of item slots * Added contained entity * Fixed tests * Finished with PDA * Moving PDA uplink to separate window * Adding-removing uplink should show new button * Working on a better debug * Debug command to add uplink * Uplink send state to UI * Almost working UI * Uplink correcty updates when you buy-sell items * Ups * Moved localization to separate file * Minor fixes * Removed item slots methods events * Removed PDA owner name * Removed one uplink event * Deleted all uplink events * Removed flashlight events * Update Content.Shared/Traitor/Uplink/UplinkVisuals.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/GameTicking/Presets/PresetTraitorDeathMatch.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Item slots system review * Flashlight review * PDA to XAML * Move UplinkMenu to seperate class, fix WeightedColors methods * Move UI to XAML * Moved events to entity id * Address review * Removed uplink extensions * Minor fix * Moved item slots to shared * My bad Robust... * Fixed pda sound * Fixed pda tests * Fixed pda test again Co-authored-by: Alexander Evgrashin <evgrashin.adl@gmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Visne <vincefvanwijk@gmail.com>
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using Content.Shared.Light;
using Content.Shared.PDA;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
Serialization v3 content PR (#3491) * serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Client.PDA
{
[UsedImplicitly]
// ReSharper disable once InconsistentNaming
public sealed class PDAVisualizer : AppearanceVisualizer
{
/// <summary>
/// The base PDA sprite state, eg. "pda", "pda-clown"
/// </summary>
Serialization v3 content PR (#3491) * serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2021-03-05 01:08:38 +01:00
[DataField("state")]
private string? _state;
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private enum PDAVisualLayers : byte
{
Base,
Flashlight,
IDLight
}
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public override void InitializeEntity(EntityUid entity)
{
base.InitializeEntity(entity);
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var sprite = IoCManager.Resolve<IEntityManager>().GetComponent<ISpriteComponent>(entity);
if (_state != null)
{
sprite.LayerMapSet(PDAVisualLayers.Base, sprite.AddLayerState(_state));
}
sprite.LayerMapSet(PDAVisualLayers.Flashlight, sprite.AddLayerState("light_overlay"));
sprite.LayerSetShader(PDAVisualLayers.Flashlight, "unshaded");
sprite.LayerMapSet(PDAVisualLayers.IDLight, sprite.AddLayerState("id_overlay"));
sprite.LayerSetShader(PDAVisualLayers.IDLight, "unshaded");
}
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
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var sprite = IoCManager.Resolve<IEntityManager>().GetComponent<ISpriteComponent>(component.Owner);
sprite.LayerSetVisible(PDAVisualLayers.Flashlight, false);
Moving PDA to ECS (#4538) * Moved pen slot to separate component * Moved it all to more generic item slot class * Add sounds * Item slots now supports many slots * Some clean-up * Refactored slots a bit * Moving ID card out * Moving pda to system * Moving PDA owner to ECS * Moved PDA flashlight to separate component * Toggle lights work through events * Fixing UI * Moving uplink to separate component * Continue moving uplink to separate component * More cleaning * Removing pda shared * Nuked shared pda component * Fixed flashlight * Pen slot now showed in UI * Light toggle now shows correctly in UI * Small refactoring of item slots * Added contained entity * Fixed tests * Finished with PDA * Moving PDA uplink to separate window * Adding-removing uplink should show new button * Working on a better debug * Debug command to add uplink * Uplink send state to UI * Almost working UI * Uplink correcty updates when you buy-sell items * Ups * Moved localization to separate file * Minor fixes * Removed item slots methods events * Removed PDA owner name * Removed one uplink event * Deleted all uplink events * Removed flashlight events * Update Content.Shared/Traitor/Uplink/UplinkVisuals.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/GameTicking/Presets/PresetTraitorDeathMatch.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Item slots system review * Flashlight review * PDA to XAML * Move UplinkMenu to seperate class, fix WeightedColors methods * Move UI to XAML * Moved events to entity id * Address review * Removed uplink extensions * Minor fix * Moved item slots to shared * My bad Robust... * Fixed pda sound * Fixed pda tests * Fixed pda test again Co-authored-by: Alexander Evgrashin <evgrashin.adl@gmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Visne <vincefvanwijk@gmail.com>
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if (component.TryGetData(UnpoweredFlashlightVisuals.LightOn, out bool isFlashlightOn))
{
Moving PDA to ECS (#4538) * Moved pen slot to separate component * Moved it all to more generic item slot class * Add sounds * Item slots now supports many slots * Some clean-up * Refactored slots a bit * Moving ID card out * Moving pda to system * Moving PDA owner to ECS * Moved PDA flashlight to separate component * Toggle lights work through events * Fixing UI * Moving uplink to separate component * Continue moving uplink to separate component * More cleaning * Removing pda shared * Nuked shared pda component * Fixed flashlight * Pen slot now showed in UI * Light toggle now shows correctly in UI * Small refactoring of item slots * Added contained entity * Fixed tests * Finished with PDA * Moving PDA uplink to separate window * Adding-removing uplink should show new button * Working on a better debug * Debug command to add uplink * Uplink send state to UI * Almost working UI * Uplink correcty updates when you buy-sell items * Ups * Moved localization to separate file * Minor fixes * Removed item slots methods events * Removed PDA owner name * Removed one uplink event * Deleted all uplink events * Removed flashlight events * Update Content.Shared/Traitor/Uplink/UplinkVisuals.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/GameTicking/Presets/PresetTraitorDeathMatch.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Item slots system review * Flashlight review * PDA to XAML * Move UplinkMenu to seperate class, fix WeightedColors methods * Move UI to XAML * Moved events to entity id * Address review * Removed uplink extensions * Minor fix * Moved item slots to shared * My bad Robust... * Fixed pda sound * Fixed pda tests * Fixed pda test again Co-authored-by: Alexander Evgrashin <evgrashin.adl@gmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Visne <vincefvanwijk@gmail.com>
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sprite.LayerSetVisible(PDAVisualLayers.Flashlight, isFlashlightOn);
}
if (component.TryGetData(PDAVisuals.IDCardInserted, out bool isCardInserted))
{
sprite.LayerSetVisible(PDAVisualLayers.IDLight, isCardInserted);
}
}
}
}