Improved icon smoothing to use ECS properly, cables smooth now.

This commit is contained in:
Pieter-Jan Briers
2019-03-28 11:14:03 +01:00
parent 00c59290fc
commit 880d4b7249
22 changed files with 459 additions and 174 deletions

View File

@@ -90,6 +90,7 @@
<Compile Include="GameObjects\Components\Weapons\Ranged\ClientRangedWeaponComponent.cs" /> <Compile Include="GameObjects\Components\Weapons\Ranged\ClientRangedWeaponComponent.cs" />
<Compile Include="GameObjects\EntitySystems\CameraRecoilSystem.cs" /> <Compile Include="GameObjects\EntitySystems\CameraRecoilSystem.cs" />
<Compile Include="GameObjects\EntitySystems\ClientNotifySystem.cs" /> <Compile Include="GameObjects\EntitySystems\ClientNotifySystem.cs" />
<Compile Include="GameObjects\EntitySystems\IconSmoothSystem.cs" />
<Compile Include="GameObjects\EntitySystems\RangedWeaponSystem.cs" /> <Compile Include="GameObjects\EntitySystems\RangedWeaponSystem.cs" />
<Compile Include="GameObjects\EntitySystems\VerbSystem.cs" /> <Compile Include="GameObjects\EntitySystems\VerbSystem.cs" />
<Compile Include="GameTicking\ClientGameTicker.cs" /> <Compile Include="GameTicking\ClientGameTicker.cs" />

View File

@@ -3,7 +3,7 @@ using Content.Client.GameObjects.Components.Actor;
using Content.Client.GameObjects.Components.Clothing; using Content.Client.GameObjects.Components.Clothing;
using Content.Client.GameObjects.Components.Construction; using Content.Client.GameObjects.Components.Construction;
using Content.Client.GameObjects.Components.Power; using Content.Client.GameObjects.Components.Power;
using Content.Client.GameObjects.Components.SmoothWalling; using Content.Client.GameObjects.Components.IconSmoothing;
using Content.Client.GameObjects.Components.Storage; using Content.Client.GameObjects.Components.Storage;
using Content.Client.GameObjects.Components.Weapons.Ranged; using Content.Client.GameObjects.Components.Weapons.Ranged;
using Content.Client.GameTicking; using Content.Client.GameTicking;

View File

@@ -1,18 +1,14 @@
using System; using System.Diagnostics.CodeAnalysis;
using System.Collections.Generic; using Content.Client.GameObjects.EntitySystems;
using Content.Shared.GameObjects; using JetBrains.Annotations;
using SS14.Client.Interfaces.GameObjects.Components; using SS14.Client.Interfaces.GameObjects.Components;
using SS14.Shared.GameObjects; using SS14.Shared.GameObjects;
using SS14.Shared.GameObjects.Components.Transform; using SS14.Shared.GameObjects.Components.Transform;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.Interfaces.Map;
using SS14.Shared.IoC;
using SS14.Shared.Map; using SS14.Shared.Map;
using SS14.Shared.Maths;
using SS14.Shared.Serialization; using SS14.Shared.Serialization;
using static SS14.Client.GameObjects.SpriteComponent; using static SS14.Client.GameObjects.SpriteComponent;
namespace Content.Client.GameObjects.Components.SmoothWalling namespace Content.Client.GameObjects.Components.IconSmoothing
{ {
// TODO: Potential improvements: // TODO: Potential improvements:
// Defer updating of these. // Defer updating of these.
@@ -25,212 +21,115 @@ namespace Content.Client.GameObjects.Components.SmoothWalling
/// To use, set <c>base</c> equal to the prefix of the corner states in the sprite base RSI. /// To use, set <c>base</c> equal to the prefix of the corner states in the sprite base RSI.
/// Any objects with the same <c>key</c> will connect. /// Any objects with the same <c>key</c> will connect.
/// </remarks> /// </remarks>
public class IconSmoothComponent : Component, IComponentDebug public sealed class IconSmoothComponent : Component
{ {
private string _smoothKey;
private string _stateBase;
private IconSmoothingMode _mode;
public override string Name => "IconSmooth"; public override string Name => "IconSmooth";
ISpriteComponent Sprite; internal ISpriteComponent Sprite { get; private set; }
SnapGridComponent SnapGrid; internal SnapGridComponent SnapGrid { get; private set; }
private (GridId, MapIndices) _lastPosition;
/// <summary>
/// Prepended to the RSI state.
/// </summary>
string StateBase;
/// <summary> /// <summary>
/// We will smooth with other objects with the same key. /// We will smooth with other objects with the same key.
/// </summary> /// </summary>
string SmoothKey; public string SmoothKey => _smoothKey;
IconSmoothComponent[] Neighbors = new IconSmoothComponent[8]; /// <summary>
// "Use an array". /// Prepended to the RSI state.
// Nah. I'm too lazy. This is easy to understand compared to the enum value fuckery if I used an array. /// </summary>
// Deal with it. public string StateBase => _stateBase;
CornerFill CornerSE;
CornerFill CornerNE; /// <summary>
CornerFill CornerNW; /// Mode that controls how the icon should be selected.
CornerFill CornerSW; /// </summary>
public IconSmoothingMode Mode => _mode;
/// <summary>
/// Used by <see cref="IconSmoothSystem"/> to reduce redundant updates.
/// </summary>
internal int UpdateGeneration { get; set; }
public override void Initialize() public override void Initialize()
{ {
base.Initialize(); base.Initialize();
var state0 = $"{StateBase}0";
SnapGrid = Owner.GetComponent<SnapGridComponent>(); SnapGrid = Owner.GetComponent<SnapGridComponent>();
Sprite = Owner.GetComponent<ISpriteComponent>(); Sprite = Owner.GetComponent<ISpriteComponent>();
Sprite.LayerMapSet(CornerLayers.SE, Sprite.AddLayerState(state0));
Sprite.LayerSetDirOffset(CornerLayers.SE, DirectionOffset.None);
Sprite.LayerMapSet(CornerLayers.NE, Sprite.AddLayerState(state0));
Sprite.LayerSetDirOffset(CornerLayers.NE, DirectionOffset.CounterClockwise);
Sprite.LayerMapSet(CornerLayers.NW, Sprite.AddLayerState(state0));
Sprite.LayerSetDirOffset(CornerLayers.NW, DirectionOffset.Flip);
Sprite.LayerMapSet(CornerLayers.SW, Sprite.AddLayerState(state0));
Sprite.LayerSetDirOffset(CornerLayers.SW, DirectionOffset.Clockwise);
} }
public override void ExposeData(ObjectSerializer serializer) public override void ExposeData(ObjectSerializer serializer)
{ {
base.ExposeData(serializer); base.ExposeData(serializer);
serializer.DataFieldCached(ref StateBase, "base", "");
serializer.DataFieldCached(ref SmoothKey, "key", null); serializer.DataFieldCached(ref _stateBase, "base", "");
serializer.DataFieldCached(ref _smoothKey, "key", null);
serializer.DataFieldCached(ref _mode, "mode", IconSmoothingMode.Corners);
} }
public override void Startup() public override void Startup()
{ {
base.Startup(); base.Startup();
SnapGrid.OnPositionChanged += SnapGridPositionChanged; SnapGrid.OnPositionChanged += SnapGridOnPositionChanged;
Owner.EntityManager.RaiseEvent(Owner, new IconSmoothDirtyEvent(null, SnapGrid.Offset, Mode));
UpdateConnections(true); var state0 = $"{StateBase}0";
UpdateIcon(); if (Mode == IconSmoothingMode.Corners)
{
Sprite.LayerMapSet(CornerLayers.SE, Sprite.AddLayerState(state0));
Sprite.LayerSetDirOffset(CornerLayers.SE, DirectionOffset.None);
Sprite.LayerMapSet(CornerLayers.NE, Sprite.AddLayerState(state0));
Sprite.LayerSetDirOffset(CornerLayers.NE, DirectionOffset.CounterClockwise);
Sprite.LayerMapSet(CornerLayers.NW, Sprite.AddLayerState(state0));
Sprite.LayerSetDirOffset(CornerLayers.NW, DirectionOffset.Flip);
Sprite.LayerMapSet(CornerLayers.SW, Sprite.AddLayerState(state0));
Sprite.LayerSetDirOffset(CornerLayers.SW, DirectionOffset.Clockwise);
}
} }
public override void Shutdown() public override void Shutdown()
{ {
SnapGrid.OnPositionChanged -= SnapGridOnPositionChanged;
Owner.EntityManager.RaiseEvent(Owner, new IconSmoothDirtyEvent(_lastPosition, SnapGrid.Offset, Mode));
base.Shutdown(); base.Shutdown();
SnapGrid.OnPositionChanged -= SnapGridPositionChanged;
SayGoodbyes();
} }
void SayGoodbyes() private void SnapGridOnPositionChanged()
{ {
foreach (var neighbor in Neighbors) Owner.EntityManager.RaiseEvent(Owner, new IconSmoothDirtyEvent(_lastPosition, SnapGrid.Offset, Mode));
{ _lastPosition = (Owner.Transform.GridID, SnapGrid.Position);
// Goodbye neighbor.
neighbor?.UpdateConnections(false);
neighbor?.UpdateIcon();
}
} }
void SnapGridPositionChanged() [SuppressMessage("ReSharper", "InconsistentNaming")]
{ public enum CornerLayers
SayGoodbyes();
UpdateConnections(true);
UpdateIcon();
}
void UpdateIcon()
{
// Try to turn this into a loop without hard to understand bit fuckery or 20 lines of helper functions.
// Challenge: do it in less lines.
// I dare you.
// No cheating like putting everything on a single line. Proper code conventions.
// This comment does not count, btw.
Sprite.LayerSetState(CornerLayers.NE, $"{StateBase}{(int)CornerNE}");
Sprite.LayerSetState(CornerLayers.SE, $"{StateBase}{(int)CornerSE}");
Sprite.LayerSetState(CornerLayers.SW, $"{StateBase}{(int)CornerSW}");
Sprite.LayerSetState(CornerLayers.NW, $"{StateBase}{(int)CornerNW}");
}
void UpdateConnections(bool propagate)
{
for (int i = 0; i < Neighbors.Length; i++)
{
var found = false;
var dir = (Direction)i;
foreach (var entity in SnapGrid.GetInDir(dir))
{
if (entity.TryGetComponent(out IconSmoothComponent smooth) && smooth.SmoothKey == SmoothKey)
{
Neighbors[i] = smooth;
if (propagate)
{
smooth.UpdateConnections(false);
smooth.UpdateIcon();
}
// Temptation to use goto: 10.
found = true;
break;
}
}
if (!found)
{
Neighbors[i] = null;
}
}
CornerNE = CornerSE = CornerNW = CornerSW = CornerFill.None;
// "Use a loop".
// Well screw that I did the exact same thing while writing lighting corner population code in BYOND.
// This is 10x easier to understand and write than a complex loop working with the internet mapping of direction flags.
if (Neighbors[(int)Direction.North] != null)
{
CornerNE |= CornerFill.CounterClockwise;
CornerNW |= CornerFill.Clockwise;
}
if (Neighbors[(int)Direction.NorthEast] != null)
{
CornerNE |= CornerFill.Diagonal;
}
if (Neighbors[(int)Direction.East] != null)
{
CornerNE |= CornerFill.Clockwise;
CornerSE |= CornerFill.CounterClockwise;
}
if (Neighbors[(int)Direction.SouthEast] != null)
{
CornerSE |= CornerFill.Diagonal;
}
if (Neighbors[(int)Direction.South] != null)
{
CornerSE |= CornerFill.Clockwise;
CornerSW |= CornerFill.CounterClockwise;
}
if (Neighbors[(int)Direction.SouthWest] != null)
{
CornerSW |= CornerFill.Diagonal;
}
if (Neighbors[(int)Direction.West] != null)
{
CornerSW |= CornerFill.Clockwise;
CornerNW |= CornerFill.CounterClockwise;
}
if (Neighbors[(int)Direction.NorthWest] != null)
{
CornerNW |= CornerFill.Diagonal;
}
}
public string GetDebugString()
{
return string.Format(
"N/NE/E/SE/S/SW/W/NW: {0}/{1}/{2}/{3}/{4}/{5}/{6}/{7} cfill NE/SE/SW/NW: {8}/{9}/{10}/{11}",
Neighbors[(int)Direction.North]?.Owner?.Uid,
Neighbors[(int)Direction.NorthEast]?.Owner?.Uid,
Neighbors[(int)Direction.East]?.Owner?.Uid,
Neighbors[(int)Direction.SouthEast]?.Owner?.Uid,
Neighbors[(int)Direction.South]?.Owner?.Uid,
Neighbors[(int)Direction.SouthWest]?.Owner?.Uid,
Neighbors[(int)Direction.West]?.Owner?.Uid,
Neighbors[(int)Direction.NorthWest]?.Owner?.Uid,
CornerNE, CornerSE, CornerSW, CornerNW
);
}
enum CornerLayers
{ {
SE, SE,
NE, NE,
NW, NW,
SW, SW,
} }
}
[Flags] /// <summary>
enum CornerFill : byte /// Controls the mode with which icon smoothing is calculated.
{ /// </summary>
// These values are pulled from Baystation12. [PublicAPI]
// I'm too lazy to convert the state names. public enum IconSmoothingMode
None = 0, {
// The cardinal tile counter-clockwise of this corner is filled. /// <summary>
CounterClockwise = 1, /// Each icon is made up of 4 corners, each of which can get a different state depending on
// The diagonal tile in the direction of this corner. /// adjacent entities clockwise, counter-clockwise and diagonal with the corner.
Diagonal = 2, /// </summary>
// The cardinal tile clockwise of this corner is filled. Corners,
Clockwise = 4,
} /// <summary>
/// There are 16 icons, only one of which is used at once.
/// The icon selected is a bit field made up of the cardinal direction flags that have adjacent entities.
/// </summary>
CardinalFlags,
} }
} }

View File

@@ -0,0 +1,304 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Client.GameObjects.Components.IconSmoothing;
using JetBrains.Annotations;
using SS14.Client.Interfaces.GameObjects.Components;
using SS14.Shared.GameObjects;
using SS14.Shared.GameObjects.Components.Transform;
using SS14.Shared.GameObjects.Systems;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.Interfaces.Map;
using SS14.Shared.IoC;
using SS14.Shared.Map;
using SS14.Shared.Maths;
namespace Content.Client.GameObjects.EntitySystems
{
/// <summary>
/// Entity system implementing the logic for <see cref="IconSmoothComponent"/>
/// </summary>
[UsedImplicitly]
internal sealed class IconSmoothSystem : EntitySystem
{
#pragma warning disable 649
[Dependency] private readonly IMapManager _mapManager;
#pragma warning restore 649
private readonly Queue<IEntity> _dirtyEntities = new Queue<IEntity>();
private int _generation;
public override void SubscribeEvents()
{
base.SubscribeEvents();
SubscribeEvent<IconSmoothDirtyEvent>(HandleDirtyEvent);
}
public override void Initialize()
{
base.Initialize();
IoCManager.InjectDependencies(this);
}
public override void FrameUpdate(float frameTime)
{
base.FrameUpdate(frameTime);
if (_dirtyEntities.Count == 0)
{
return;
}
_generation += 1;
// Performance: This could be spread over multiple updates, or made parallel.
while (_dirtyEntities.Count > 0)
{
CalculateNewSprite(_dirtyEntities.Dequeue());
}
}
private void HandleDirtyEvent(object sender, IconSmoothDirtyEvent ev)
{
// Yes, we updates ALL smoothing entities surrounding us even if they would never smooth with us.
// This is simpler to implement. If you want to optimize it be my guest.
if (sender is IEntity senderEnt && senderEnt.IsValid() &&
senderEnt.HasComponent<IconSmoothComponent>())
{
var snapGrid = senderEnt.GetComponent<SnapGridComponent>();
_dirtyEntities.Enqueue(senderEnt);
AddValidEntities(snapGrid.GetInDir(Direction.North));
AddValidEntities(snapGrid.GetInDir(Direction.South));
AddValidEntities(snapGrid.GetInDir(Direction.East));
AddValidEntities(snapGrid.GetInDir(Direction.West));
if (ev.Mode == IconSmoothingMode.Corners)
{
AddValidEntities(snapGrid.GetInDir(Direction.NorthEast));
AddValidEntities(snapGrid.GetInDir(Direction.SouthEast));
AddValidEntities(snapGrid.GetInDir(Direction.SouthWest));
AddValidEntities(snapGrid.GetInDir(Direction.NorthWest));
}
}
else if (ev.LastPosition.HasValue)
{
// Entity is no longer valid, update around the last position it was at.
var grid = _mapManager.GetGrid(ev.LastPosition.Value.grid);
var pos = ev.LastPosition.Value.pos;
AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(1, 0), ev.Offset));
AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(-1, 0), ev.Offset));
AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(0, 1), ev.Offset));
AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(0, -1), ev.Offset));
if (ev.Mode == IconSmoothingMode.Corners)
{
AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(1, 1), ev.Offset));
AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(-1, -1), ev.Offset));
AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(-1, 1), ev.Offset));
AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(1, -1), ev.Offset));
}
}
}
private void AddValidEntities(IEnumerable<IEntity> candidates)
{
foreach (var entity in candidates)
{
if (entity.HasComponent<IconSmoothComponent>())
{
_dirtyEntities.Enqueue(entity);
}
}
}
private void AddValidEntities(IEnumerable<IComponent> candidates)
{
AddValidEntities(candidates.Select(c => c.Owner));
}
private void CalculateNewSprite(IEntity entity)
{
// The generation check prevents updating an entity multiple times per tick.
// As it stands now, it's totally possible for something to get queued twice.
// Generation on the component is set after an update so we can cull updates that happened this generation.
if (!entity.IsValid()
|| !entity.TryGetComponent(out IconSmoothComponent smoothing)
|| smoothing.UpdateGeneration == _generation)
{
return;
}
var sprite = smoothing.Sprite;
var snapGrid = smoothing.SnapGrid;
switch (smoothing.Mode)
{
case IconSmoothingMode.Corners:
_calculateNewSpriteCorers(smoothing, snapGrid, sprite);
break;
case IconSmoothingMode.CardinalFlags:
_calculateNewSpriteCardinal(smoothing, snapGrid, sprite);
break;
default:
throw new ArgumentOutOfRangeException();
}
smoothing.UpdateGeneration = _generation;
}
private static void _calculateNewSpriteCardinal(IconSmoothComponent smoothing, SnapGridComponent snapGrid,
ISpriteComponent sprite)
{
var dirs = CardinalConnectDirs.None;
if (MatchingEntity(smoothing, snapGrid.GetInDir(Direction.North)))
dirs |= CardinalConnectDirs.North;
if (MatchingEntity(smoothing, snapGrid.GetInDir(Direction.South)))
dirs |= CardinalConnectDirs.South;
if (MatchingEntity(smoothing, snapGrid.GetInDir(Direction.East)))
dirs |= CardinalConnectDirs.East;
if (MatchingEntity(smoothing, snapGrid.GetInDir(Direction.West)))
dirs |= CardinalConnectDirs.West;
sprite.LayerSetState(0, $"{smoothing.StateBase}{(int) dirs}");
}
private static void _calculateNewSpriteCorers(IconSmoothComponent smoothing, SnapGridComponent snapGrid,
ISpriteComponent sprite)
{
var n = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.North));
var ne = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.NorthEast));
var e = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.East));
var se = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.SouthEast));
var s = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.South));
var sw = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.SouthWest));
var w = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.West));
var nw = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.NorthWest));
// ReSharper disable InconsistentNaming
var cornerNE = CornerFill.None;
var cornerSE = CornerFill.None;
var cornerSW = CornerFill.None;
var cornerNW = CornerFill.None;
// ReSharper restore InconsistentNaming
if (n)
{
cornerNE |= CornerFill.CounterClockwise;
cornerNW |= CornerFill.Clockwise;
}
if (ne)
{
cornerNE |= CornerFill.Diagonal;
}
if (e)
{
cornerNE |= CornerFill.Clockwise;
cornerSE |= CornerFill.CounterClockwise;
}
if (se)
{
cornerSE |= CornerFill.Diagonal;
}
if (s)
{
cornerSE |= CornerFill.Clockwise;
cornerSW |= CornerFill.CounterClockwise;
}
if (sw)
{
cornerSW |= CornerFill.Diagonal;
}
if (w)
{
cornerSW |= CornerFill.Clockwise;
cornerNW |= CornerFill.CounterClockwise;
}
if (nw)
{
cornerNW |= CornerFill.Diagonal;
}
sprite.LayerSetState(IconSmoothComponent.CornerLayers.NE, $"{smoothing.StateBase}{(int) cornerNE}");
sprite.LayerSetState(IconSmoothComponent.CornerLayers.SE, $"{smoothing.StateBase}{(int) cornerSE}");
sprite.LayerSetState(IconSmoothComponent.CornerLayers.SW, $"{smoothing.StateBase}{(int) cornerSW}");
sprite.LayerSetState(IconSmoothComponent.CornerLayers.NW, $"{smoothing.StateBase}{(int) cornerNW}");
}
[System.Diagnostics.Contracts.Pure]
private static bool MatchingEntity(IconSmoothComponent source, IEnumerable<IEntity> candidates)
{
foreach (var entity in candidates)
{
if (!entity.TryGetComponent(out IconSmoothComponent other))
{
return false;
}
if (other.SmoothKey == source.SmoothKey)
{
return true;
}
}
return false;
}
[Flags]
private enum CardinalConnectDirs : byte
{
None = 0,
North = 1,
South = 2,
East = 4,
West = 8
}
[Flags]
private enum CornerFill : byte
{
// These values are pulled from Baystation12.
// I'm too lazy to convert the state names.
None = 0,
// The cardinal tile counter-clockwise of this corner is filled.
CounterClockwise = 1,
// The diagonal tile in the direction of this corner.
Diagonal = 2,
// The cardinal tile clockwise of this corner is filled.
Clockwise = 4,
}
}
/// <summary>
/// Event raised by a <see cref="IconSmoothComponent"/> when it needs to be recalculated.
/// </summary>
public sealed class IconSmoothDirtyEvent : EntitySystemMessage
{
public IconSmoothDirtyEvent((GridId grid, MapIndices pos)? lastPosition, SnapGridOffset offset, IconSmoothingMode mode)
{
LastPosition = lastPosition;
Offset = offset;
Mode = mode;
}
public (GridId grid, MapIndices pos)? LastPosition { get; }
public SnapGridOffset Offset { get; }
public IconSmoothingMode Mode { get; }
}
}

View File

@@ -6,12 +6,20 @@
- type: Clickable - type: Clickable
- type: BoundingBox - type: BoundingBox
- type: Sprite - type: Sprite
netsync: false
drawdepth: BelowFloor drawdepth: BelowFloor
color: Red color: Red
texture: Objects/eightdirwire.png sprite: Objects/power_cable.rsi
state: cable_0
- type: Icon - type: Icon
texture: Objects/eightdirwire.png texture: Objects/eightdirwire.png
- type: PowerTransfer - type: PowerTransfer
- type: SnapGrid
offset: Center
- type: IconSmooth
base: cable_
key: power_cables
mode: CardinalFlags
snap: snap:
- Wire - Wire

Binary file not shown.

After

Width:  |  Height:  |  Size: 174 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 182 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 249 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 298 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 119 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 271 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 268 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 339 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 186 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 131 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 179 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 235 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 197 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 283 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 174 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 202 B

View File

@@ -0,0 +1,73 @@
{
"version": 1,
"size": {
"x": 32,
"y": 32
},
"states": [
{
"name": "cable_0",
"directions": 1
},
{
"name": "cable_1",
"directions": 1
},
{
"name": "cable_2",
"directions": 1
},
{
"name": "cable_3",
"directions": 1
},
{
"name": "cable_4",
"directions": 1
},
{
"name": "cable_5",
"directions": 1
},
{
"name": "cable_6",
"directions": 1
},
{
"name": "cable_7",
"directions": 1
},
{
"name": "cable_8",
"directions": 1
},
{
"name": "cable_9",
"directions": 1
},
{
"name": "cable_10",
"directions": 1
},
{
"name": "cable_11",
"directions": 1
},
{
"name": "cable_12",
"directions": 1
},
{
"name": "cable_13",
"directions": 1
},
{
"name": "cable_14",
"directions": 1
},
{
"name": "cable_15",
"directions": 1
},
]
}