Files
RobustToolbox/Robust.Shared/GameObjects/Components/Renderable/SpriteLayerData.cs
T
ac3cb4dc2a SpriteComponent: allow animations to optionally stop instead of looping (#6210)
* Loop false

* Removed goobstation comments

* Addressed changes

* Add layer field, set auto animated

* release notes

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Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
2025-09-21 14:36:07 +12:00

89 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;
[DataField] public bool Loop = true;
}
/// <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"?
}