Pipe Sprites & Visualizer (#1954)

* Pipe sprites

* pipe copyright

* SharedPipeComponent

* Pipe Visualizer draft

* missing longitudinal pipe sprites

* expanded rsi states

* pipe prototype fixes

* Fixed pipe visualizer

* ConduitLayer enum

* PipeVisualizer update

* halfpipe sprites

* yaml unneeded proto removal

* PipeVisualizer uses its own RSI

* Removes unused field from PipeVisualizer

Co-authored-by: py01 <pyronetics01@gmail.com>
This commit is contained in:
py01
2020-08-30 18:13:15 -06:00
committed by GitHub
parent b83c8126d7
commit 68ec6e6be5
43 changed files with 371 additions and 40 deletions

View File

@@ -1,6 +1,7 @@
using Content.Server.Atmos;
using Content.Server.GameObjects.Components.NodeContainer;
using Content.Server.GameObjects.Components.NodeContainer.Nodes;
using Content.Shared.GameObjects.Components.Atmos;
using Robust.Shared.Log;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;

View File

@@ -1,7 +1,8 @@
using Content.Server.Atmos;
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
using Content.Server.Interfaces;
using Content.Shared.Atmos;
using Content.Shared.GameObjects.Components.Atmos;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects.Components.Transform;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Maths;
@@ -23,6 +24,12 @@ namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
public PipeDirection PipeDirection => _pipeDirection;
private PipeDirection _pipeDirection;
/// <summary>
/// Controls what visuals are applied in <see cref="PipeVisualizer"/>.
/// </summary>
public ConduitLayer ConduitLayer => _conduitLayer;
private ConduitLayer _conduitLayer;
[ViewVariables]
private IPipeNet _pipeNet = PipeNet.NullNet;
@@ -55,17 +62,24 @@ namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
[ViewVariables]
public float Volume { get; private set; }
private AppearanceComponent _appearance;
private PipeVisualState PipeVisualState => new PipeVisualState(PipeDirection, ConduitLayer);
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _pipeDirection, "pipeDirection", PipeDirection.None);
serializer.DataField(this, x => Volume, "volume", 10);
serializer.DataField(ref _conduitLayer, "conduitLayer", ConduitLayer.Two);
}
public override void Initialize(IEntity owner)
{
base.Initialize(owner);
LocalAir = new GasMixture(Volume);
Owner.TryGetComponent(out _appearance);
UpdateAppearance();
}
public void JoinPipeNet(IPipeNet pipeNet)
@@ -128,6 +142,16 @@ namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
}
}
private void UpdateAppearance()
{
var pipeVisualStates = Owner.GetComponent<NodeContainerComponent>()
.Nodes
.OfType<PipeNode>()
.Select(pipeNode => pipeNode.PipeVisualState)
.ToArray();
_appearance?.SetData(PipeVisuals.VisualState, new PipeVisualStateSet(pipeVisualStates));
}
private enum CardinalDirection
{
North = Direction.North,
@@ -136,36 +160,4 @@ namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
West = Direction.West,
}
}
public enum PipeDirection
{
None = 0,
//Half of a pipe in a direction
North = 1 << 0,
South = 1 << 1,
West = 1 << 2,
East = 1 << 3,
//Straight pipes
Longitudinal = North | South,
Lateral = West | East,
//Bends
NWBend = North | West,
NEBend = North | East,
SWBend = South | West,
SEBend = South | East,
//T-Junctions
TNorth = North | Lateral,
TSouth = South | Lateral,
TWest = West | Longitudinal,
TEast = East | Longitudinal,
//Four way
FourWay = North | South | East | West,
All = -1,
}
}