Resolves ExpendableLightVisualizer is Obsolete (#13888)

This commit is contained in:
TemporalOroboros
2023-05-01 08:03:26 -07:00
committed by GitHub
parent 43042b0c1a
commit 750032b002
6 changed files with 147 additions and 159 deletions

View File

@@ -1,14 +1,55 @@
using Content.Client.Light.EntitySystems;
using Content.Shared.Light.Component;
using Robust.Shared.Audio;
namespace Content.Client.Light.Components
namespace Content.Client.Light.Components;
/// <summary>
/// Component that represents a handheld expendable light which can be activated and eventually dies over time.
/// </summary>
[RegisterComponent]
public sealed class ExpendableLightComponent : SharedExpendableLightComponent
{
/// <summary>
/// Component that represents a handheld expendable light which can be activated and eventually dies over time.
/// The icon state used by expendable lights when the they have been completely expended.
/// </summary>
[RegisterComponent]
public sealed class ExpendableLightComponent : SharedExpendableLightComponent
{
public IPlayingAudioStream? PlayingStream { get; set; }
}
[DataField("iconStateSpent")]
public string? IconStateSpent;
/// <summary>
/// The icon state used by expendable lights while they are lit.
/// </summary>
[DataField("iconStateLit")]
public string? IconStateLit;
/// <summary>
/// The sprite layer shader used while the expendable light is lit.
/// </summary>
[DataField("spriteShaderLit")]
public string? SpriteShaderLit = null;
/// <summary>
/// The sprite layer shader used after the expendable light has burnt out.
/// </summary>
[DataField("spriteShaderSpent")]
public string? SpriteShaderSpent = null;
/// <summary>
/// The sprite layer shader used after the expendable light has burnt out.
/// </summary>
[DataField("glowColorLit")]
public Color? GlowColorLit = null;
/// <summary>
/// The sound that plays when the expendable light is lit.
/// </summary>
[Access(typeof(ExpendableLightSystem))]
public IPlayingAudioStream? PlayingStream;
}
public enum ExpendableLightVisualLayers : byte
{
Base = 0,
Glow = 1,
Overlay = 2,
}