spray painter rework (#23287)
* refactor and add Department to PaintableAirlock, move it to server dir since its in namespace * add departments to doors, cleanup * add style -> departments mapping * AirlockDepartmentsPrototype * update shared spray stuff to have department * name file the same as the class name * department optional * refactor spray painter system + send department * fixy * client * no need to rewrite ActivateableUi * pro ops * the reckoning * hiss * . * :trollface: * add standard atmos colors to palette * Update Content.Shared/SprayPainter/SharedSprayPainterSystem.cs --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -14,29 +14,31 @@ public sealed class SprayPainterSystem : SharedSprayPainterSystem
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public List<SprayPainterEntry> Entries { get; private set; } = new();
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public override void Initialize()
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protected override void CacheStyles()
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{
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base.Initialize();
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base.CacheStyles();
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foreach (string style in Styles)
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Entries.Clear();
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foreach (var style in Styles)
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{
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var name = style.Name;
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string? iconPath = Groups
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.FindAll(x => x.StylePaths.ContainsKey(style))?
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.MaxBy(x => x.IconPriority)?.StylePaths[style];
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.FindAll(x => x.StylePaths.ContainsKey(name))?
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.MaxBy(x => x.IconPriority)?.StylePaths[name];
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if (iconPath == null)
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{
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Entries.Add(new SprayPainterEntry(style, null));
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Entries.Add(new SprayPainterEntry(name, null));
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continue;
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}
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RSIResource doorRsi = _resourceCache.GetResource<RSIResource>(SpriteSpecifierSerializer.TextureRoot / new ResPath(iconPath));
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if (!doorRsi.RSI.TryGetState("closed", out var icon))
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{
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Entries.Add(new SprayPainterEntry(style, null));
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Entries.Add(new SprayPainterEntry(name, null));
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continue;
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}
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Entries.Add(new SprayPainterEntry(style, icon.Frame0));
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Entries.Add(new SprayPainterEntry(name, icon.Frame0));
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}
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}
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}
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