more component ref removal + combining server/client comps (#13178)
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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@@ -1,60 +0,0 @@
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using Content.Shared.VendingMachines;
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namespace Content.Client.VendingMachines;
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[RegisterComponent]
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[ComponentReference(typeof(SharedVendingMachineComponent))]
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[Access(typeof(VendingMachineSystem))]
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public sealed class VendingMachineComponent : SharedVendingMachineComponent
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{
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/// <summary>
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/// RSI state for when the vending machine is unpowered.
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/// Will be displayed on the layer <see cref="VendingMachineVisualLayers.Base"/>
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/// </summary>
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[DataField("offState")]
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public string? OffState;
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/// <summary>
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/// RSI state for the screen of the vending machine
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/// Will be displayed on the layer <see cref="VendingMachineVisualLayers.Screen"/>
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/// </summary>
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[DataField("screenState")]
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public string? ScreenState;
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/// <summary>
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/// RSI state for the vending machine's normal state. Usually a looping animation.
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/// Will be displayed on the layer <see cref="VendingMachineVisualLayers.BaseUnshaded"/>
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/// </summary>
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[DataField("normalState")]
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public string? NormalState;
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/// <summary>
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/// RSI state for the vending machine's eject animation.
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/// Will be displayed on the layer <see cref="VendingMachineVisualLayers.BaseUnshaded"/>
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/// </summary>
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[DataField("ejectState")]
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public string? EjectState;
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/// <summary>
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/// RSI state for the vending machine's deny animation. Will either be played once as sprite flick
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/// or looped depending on how <see cref="LoopDenyAnimation"/> is set.
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/// Will be displayed on the layer <see cref="VendingMachineVisualLayers.BaseUnshaded"/>
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/// </summary>
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[DataField("denyState")]
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public string? DenyState;
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/// <summary>
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/// RSI state for when the vending machine is unpowered.
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/// Will be displayed on the layer <see cref="VendingMachineVisualLayers.Base"/>
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/// </summary>
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[DataField("brokenState")]
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public string? BrokenState;
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/// <summary>
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/// If set to <c>true</c> (default) will loop the animation of the <see cref="DenyState"/> for the duration
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/// of <see cref="SharedVendingMachineComponent.DenyDelay"/>. If set to <c>false</c> will play a sprite
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/// flick animation for the state and then linger on the final frame until the end of the delay.
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/// </summary>
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[DataField("loopDeny")]
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public bool LoopDenyAnimation = true;
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}
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@@ -137,19 +137,3 @@ public sealed class VendingMachineSystem : SharedVendingMachineSystem
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sprite.LayerSetVisible(actualLayer, false);
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}
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}
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public enum VendingMachineVisualLayers : byte
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{
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/// <summary>
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/// Off / Broken. The other layers will overlay this if the machine is on.
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/// </summary>
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Base,
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/// <summary>
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/// Normal / Deny / Eject
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/// </summary>
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BaseUnshaded,
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/// <summary>
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/// Screens that are persistent (where the machine is not off or broken)
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/// </summary>
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Screen
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}
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