Shuttle console + FTL rework (#24430)
* Add shuttle interior drawing back Just do it per-tile she'll be right, at least it's done with 1 draw call. * Revamp shuttle console * Bunch of cleanup work * Lables sortito * dok * Pixel alignment and colours * Fix a bunch of drawing bugs * Shuttle map drawing * Drawing fixes * Map parallax working finally * weh * Commit all my stuff * mic * deez * Update everything * Xamlify everything * uh * Rudimentary blocker range * My enemies have succeeded * Bunch of changes to FTL * Heaps of cleanup * Fix FTL bugs * FTL * weewoo * FTL fallback * wew * weh * Basic FTL working * FTL working * FTL destination fixes * a * Exclusion zones * Fix drawing / FTL * Beacons working * Coordinates drawing * Fix unknown map names * Dorks beginning * State + docking cleanup start * Basic dock drawing * Bunch of drawing fixes * Batching / color fixes * Cleanup and beacons support * weh * weh * Begin pings * First draft at map objects * Map fixup * Faster drawing * Fix perf + FTL * Cached drawing * Fix drawing * Best I got * strips * Back to lists but with caching * Final optimisation * Fix dock bounds * Docking work * stinker * kobolds * Btns * Docking vis working * Fix docking pre-vis * canasses * Helldivers 2 * a * Array life * Fix * Fix TODOs * liltenhead feature club * dorking * Merge artifacts * Last-minute touchup
This commit is contained in:
@@ -2,6 +2,7 @@ using Content.Shared.Shuttles.Systems;
|
||||
using Content.Shared.Tag;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
|
||||
|
||||
namespace Content.Server.Shuttles.Components;
|
||||
@@ -25,25 +26,19 @@ public sealed partial class FTLComponent : Component
|
||||
public float Accumulator = 0f;
|
||||
|
||||
/// <summary>
|
||||
/// Target Uid to dock with at the end of FTL.
|
||||
/// Coordinates to arrive it: May be relative to another grid (for docking) or map coordinates.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("targetUid")]
|
||||
public EntityUid? TargetUid;
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("targetCoordinates")]
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField]
|
||||
public EntityCoordinates TargetCoordinates;
|
||||
|
||||
/// <summary>
|
||||
/// Should we dock with the target when arriving or show up nearby.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("dock")]
|
||||
public bool Dock;
|
||||
[DataField]
|
||||
public Angle TargetAngle;
|
||||
|
||||
/// <summary>
|
||||
/// If we're docking after FTL what is the prioritised dock tag (if applicable).
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("priorityTag", customTypeSerializer:typeof(PrototypeIdSerializer<TagPrototype>))]
|
||||
public string? PriorityTag;
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField]
|
||||
public ProtoId<TagPrototype>? PriorityTag;
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("soundTravel")]
|
||||
public SoundSpecifier? TravelSound = new SoundPathSpecifier("/Audio/Effects/Shuttle/hyperspace_progress.ogg")
|
||||
@@ -51,5 +46,6 @@ public sealed partial class FTLComponent : Component
|
||||
Params = AudioParams.Default.WithVolume(-3f).WithLoop(true)
|
||||
};
|
||||
|
||||
[DataField]
|
||||
public EntityUid? TravelStream;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user