Status Icons (#17529)
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27
Content.Shared/StatusIcon/Components/StatusIconComponent.cs
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27
Content.Shared/StatusIcon/Components/StatusIconComponent.cs
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using Robust.Shared.GameStates;
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namespace Content.Shared.StatusIcon.Components;
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/// <summary>
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/// This is used for noting if an entity is able to
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/// have StatusIcons displayed on them and inherent icons. (debug purposes)
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(SharedStatusIconSystem))]
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public sealed partial class StatusIconComponent : Component
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{
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/// <summary>
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/// Optional bounds for where the icons are laid out.
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/// If null, the sprite bounds will be used.
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/// </summary>
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[AutoNetworkedField]
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[DataField("bounds"), ViewVariables(VVAccess.ReadWrite)]
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public Box2? Bounds;
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}
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/// <summary>
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/// Event raised directed on an entity CLIENT-SIDE ONLY
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/// in order to get what status icons an entity has.
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/// </summary>
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/// <param name="StatusIcons"></param>
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[ByRefEvent]
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public record struct GetStatusIconsEvent(List<StatusIconData> StatusIcons);
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9
Content.Shared/StatusIcon/SharedStatusIconSystem.cs
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9
Content.Shared/StatusIcon/SharedStatusIconSystem.cs
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namespace Content.Shared.StatusIcon;
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public abstract class SharedStatusIconSystem : EntitySystem
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{
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// If you are trying to add logic for status icons here, you're probably in the wrong place.
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// Status icons are gathered and rendered entirely clientside.
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// If you wish to use data to render icons, you should replicate that data to the client
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// and subscribe to GetStatusIconsEvent in order to add the relevant icon to a given entity.
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}
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40
Content.Shared/StatusIcon/StatusIconPrototype.cs
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40
Content.Shared/StatusIcon/StatusIconPrototype.cs
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Shared.StatusIcon;
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/// <summary>
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/// A data structure that holds relevant
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/// information for status icons.
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/// </summary>
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[Virtual, DataDefinition]
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public class StatusIconData : IComparable<StatusIconData>
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{
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/// <summary>
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/// The icon that's displayed on the entity.
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/// </summary>
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[DataField("icon", required: true)]
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public SpriteSpecifier Icon = default!;
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/// <summary>
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/// A priority for the order in which the icons will be displayed.
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/// </summary>
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[DataField("priority")]
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public int Priority = 10;
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public int CompareTo(StatusIconData? other)
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{
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return Priority.CompareTo(other?.Priority ?? int.MaxValue);
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}
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}
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/// <summary>
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/// <see cref="StatusIconData"/> but in new convenient prototype form!
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/// </summary>
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[Prototype("statusIcon")]
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public sealed class StatusIconPrototype : StatusIconData, IPrototype
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{
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/// <inheritdoc/>
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[IdDataField]
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public string ID { get; } = default!;
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}
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