Refactor SpeciesUI into overlay and status effects (#381)
* Refactor SpeciesUI into overlay and status effects All components that update the UI will need to use PlayerAttached for cases where the Mind transfers I think. * Change overlay / status effects to use states * Change TryRemoveStatus to RemoveStatus Doesn't return a bool so not trying. Addressing PJB's feedback.
This commit is contained in:
committed by
Pieter-Jan Briers
parent
6497cdf8ff
commit
12cf5559c2
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Mobs
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{
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/// <summary>
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/// Full screen overlays; Blindness, death, flash, alcohol etc.
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/// </summary>
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public abstract class SharedOverlayEffectsComponent : Component
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{
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public override string Name => "OverlayEffectsUI";
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public sealed override uint? NetID => ContentNetIDs.OVERLAYEFFECTS;
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public sealed override Type StateType => typeof(OverlayEffectComponentState);
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}
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public enum ScreenEffects
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{
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None,
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CircleMask,
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GradientCircleMask,
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}
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[Serializable, NetSerializable]
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public class OverlayEffectComponentState : ComponentState
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{
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public ScreenEffects ScreenEffect;
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public OverlayEffectComponentState(ScreenEffects screenEffect) : base(ContentNetIDs.OVERLAYEFFECTS)
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{
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ScreenEffect = screenEffect;
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}
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}
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}
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