Draw depth adjustments (#5130)

* door drawdepth toggle

* git mv

* dooooors

* drawdepth adjustments

* fix door and missed projectiles

* firelock depth tweak

* Get sprite only when needed

* single letter typo

* forgot to include closing in _activeDoors.
This commit is contained in:
Leon Friedrich
2021-11-04 02:43:10 +13:00
committed by GitHub
parent 40f866f35c
commit 673301825b
32 changed files with 103 additions and 100 deletions

View File

@@ -1,141 +0,0 @@
#nullable enable
using System;
using Content.Shared.Doors;
using Content.Shared.Interaction;
using Robust.Shared.GameObjects;
namespace Content.Server.Doors
{
/// <summary>
/// Raised when the door's State variable is changed to a new variable that it was not equal to before.
/// </summary>
public class DoorStateChangedEvent : EntityEventArgs
{
public SharedDoorComponent.DoorState State;
public DoorStateChangedEvent(SharedDoorComponent.DoorState state)
{
State = state;
}
}
/// <summary>
/// Raised when the door is determining whether it is able to open.
/// Cancel to stop the door from being opened.
/// </summary>
public class BeforeDoorOpenedEvent : CancellableEntityEventArgs
{
}
/// <summary>
/// Raised when the door is successfully opened.
/// </summary>
public class OnDoorOpenedEvent : HandledEntityEventArgs
{
}
/// <summary>
/// Raised when the door is determining whether it is able to close.
/// Cancel to stop the door from being closed.
/// </summary>
public class BeforeDoorClosedEvent : CancellableEntityEventArgs
{
}
/// <summary>
/// Raised when the door is successfully closed.
/// </summary>
public class OnDoorClosedEvent : HandledEntityEventArgs
{
}
/// <summary>
/// Called when the door is determining whether it is able to deny.
/// Cancel to stop the door from being able to deny.
/// </summary>
public class BeforeDoorDeniedEvent : CancellableEntityEventArgs
{
}
/// <summary>
/// Raised when access to the door is denied.
/// </summary>
public class OnDoorDeniedEvent : HandledEntityEventArgs
{
}
/// <summary>
/// Raised to determine whether the door's safety is on.
/// Modify Safety to set the door's safety.
/// </summary>
public class DoorSafetyEnabledEvent : HandledEntityEventArgs
{
public bool Safety = false;
}
/// <summary>
/// Raised to determine whether the door should automatically close.
/// Cancel to stop it from automatically closing.
/// </summary>
public class BeforeDoorAutoCloseEvent : CancellableEntityEventArgs
{
}
/// <summary>
/// Raised to determine how long the door's pry time should be modified by.
/// Multiply PryTimeModifier by the desired amount.
/// </summary>
public class DoorGetPryTimeModifierEvent : EntityEventArgs
{
public float PryTimeModifier = 1.0f;
}
/// <summary>
/// Raised to determine how long the door's close time should be modified by.
/// Multiply CloseTimeModifier by the desired amount.
/// </summary>
public class DoorGetCloseTimeModifierEvent : EntityEventArgs
{
public float CloseTimeModifier = 1.0f;
}
/// <summary>
/// Raised to determine whether clicking the door should open/close it.
/// </summary>
public class DoorClickShouldActivateEvent : HandledEntityEventArgs
{
public ActivateEventArgs Args;
public DoorClickShouldActivateEvent(ActivateEventArgs args)
{
Args = args;
}
}
/// <summary>
/// Raised when an attempt to pry open the door is made.
/// Cancel to stop the door from being pried open.
/// </summary>
public class BeforeDoorPryEvent : CancellableEntityEventArgs
{
public InteractUsingEventArgs Args;
public BeforeDoorPryEvent(InteractUsingEventArgs args)
{
Args = args;
}
}
/// <summary>
/// Raised when a door is successfully pried open.
/// </summary>
public class OnDoorPryEvent : EntityEventArgs
{
public InteractUsingEventArgs Args;
public OnDoorPryEvent(InteractUsingEventArgs args)
{
Args = args;
}
}
}