Files
15d5b9aa02 Move parts of SpriteComponent to SpriteSystem (#5602)
* Partial sprite component ECS

* release notes

* tests

* Why

* SetSnapCardinals

* NoRotation

* DirectionOverride

* This is why I love distinct overrides that take in object

* LayerSetData

* ISerializationHooks continue to haunt me

* Relocate SetShader

* LayerSetSprite

* LayerSetTexture

* yipeeeee

* LayerSetRsi

* Remove GetFallbackState

* LayerSet Scale,Rotation,Color,Visible

* Fix LayerSetRsi

* LayerSetOffset

* LayerSetDirOffset

* Add overrides that take in a Layer

* LayerSetAnimationTime

* LayerSetRenderingStrategy

* Reduce Resolves, Add Layer.Index

* Access

* Try fix NREs

* Asserts

* LayerGetState

* Cleanup

* Merge helper partial classes

* partial rendering

* GetLayerDirectionCount

* Cache local bounds

* RenderLayer

* RefreshCachedState

* RoundToCardinalAngle

* Fix the pr

* Fix debug assert

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2025-05-10 21:56:53 +10:00

88 lines
3.2 KiB
C#

using System;
using System.Collections.Generic;
using System.Numerics;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Robust.Shared.GameObjects;
[Serializable, NetSerializable, DataDefinition]
public sealed partial class PrototypeLayerData
{
/// <summary>
/// The shader prototype to use for this layer.
/// </summary>
/// <remarks>
/// Null implies no shader is specified. An empty string will clear the current shader.
/// </remarks>
[DataField("shader")] public string? Shader;
[DataField("texture")] public string? TexturePath;
[DataField("sprite")] public string? RsiPath;
[DataField("state")] public string? State;
[DataField("scale")] public Vector2? Scale;
[DataField("rotation")] public Angle? Rotation;
[DataField("offset")] public Vector2? Offset;
[DataField("visible")] public bool? Visible;
[DataField("color")] public Color? Color;
[DataField("map")] public HashSet<string>? MapKeys;
[DataField("renderingStrategy")] public LayerRenderingStrategy? RenderingStrategy;
/// <summary>
/// If set, indicates that this sprite layer should instead be used to copy into shader parameters on another layer.
/// </summary>
/// <remarks>
/// <para>
/// If set, this sprite layer is not rendered. Instead, the "result" of rendering it (exact sprite layer and such)
/// are copied into the shader parameters of another object,
/// specified by the <see cref="PrototypeCopyToShaderParameters"/>.
/// </para>
/// <para>
/// The specified layer must have a shader set. When it does, the shader's
/// </para>
/// <para>
/// Note that sprite layers are processed in-order, so to avoid 1-frame delays,
/// the layer doing the copying should occur BEFORE the layer being copied into.
/// </para>
/// </remarks>
[DataField] public PrototypeCopyToShaderParameters? CopyToShaderParameters;
[DataField] public bool Cycle;
}
/// <summary>
/// Stores parameters for <see cref="PrototypeLayerData.CopyToShaderParameters"/>.
/// </summary>
[Serializable, NetSerializable, DataDefinition]
public sealed partial class PrototypeCopyToShaderParameters
{
/// <summary>
/// The map key of the layer that will have its shader modified.
/// </summary>
[DataField(required: true)] public string LayerKey;
/// <summary>
/// The name of the shader parameter that will receive the actual selected texture.
/// </summary>
[DataField] public string? ParameterTexture;
/// <summary>
/// The name of the shader parameter that will receive UVs to select the sprite in <see cref="ParameterTexture"/>.
/// </summary>
[DataField] public string? ParameterUV;
}
[Serializable, NetSerializable]
public enum LayerRenderingStrategy
{
Default,
SnapToCardinals,
NoRotation,
UseSpriteStrategy
// TODO SPRITE
// Refactor this make the sprites strategy the actual default.
// That way layers have to opt in to having a custom strategy, instead of opt out.
// Also rename default to make it clear that its not actually the default, instead I guess its "WithRotation"?
}