Engineering lockers. (#210)

* Import Eris engineering locker sprites.

* Allow customizing ClientStorageComponent open/close states better.

* EntityStorage does not blow up if Storage is also defined in prototype.

* Engineering styled lockers.
This commit is contained in:
Pieter-Jan Briers
2019-04-26 23:44:26 +02:00
committed by GitHub
parent fe0414eda7
commit 6e5680b3c2
10 changed files with 135 additions and 6 deletions

View File

@@ -11,6 +11,8 @@ using Robust.Shared.Utility;
using System;
using System.Collections.Generic;
using Robust.Client.Interfaces.Graphics;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Client.GameObjects.Components.Storage
{
@@ -24,6 +26,9 @@ namespace Content.Client.GameObjects.Components.Storage
private int StorageCapacityMax;
private StorageWindow Window;
[ViewVariables] private string _closedState;
[ViewVariables] private string _openState;
public bool Open
{
get => _open;
@@ -48,6 +53,14 @@ namespace Content.Client.GameObjects.Components.Storage
base.OnRemove();
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _closedState, "state_door_closed", null);
serializer.DataField(ref _openState, "state_door_open", null);
}
/// <inheritdoc />
public override void HandleComponentState(ComponentState curState, ComponentState nextState)
{
@@ -127,7 +140,7 @@ namespace Content.Client.GameObjects.Components.Storage
var baseName = spriteComp.LayerGetState(0).Name;
var stateId = open ? $"{baseName}_open" : $"{baseName}_door";
var stateId = open ? _openState ?? $"{baseName}_open" : _closedState ?? $"{baseName}_door";
if (spriteComp.BaseRSI.TryGetState(stateId, out _))
spriteComp.LayerSetState(1, stateId);