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We agreed that AppearanceVisualizers should probably be deprecated in favour of just using a system instead.
77 lines
2.3 KiB
C#
77 lines
2.3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using Robust.Shared.GameStates;
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using Robust.Shared.ViewVariables;
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namespace Robust.Shared.GameObjects;
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/// <summary>
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/// The appearance component allows game logic to be more detached from the actual visuals of an entity such as 2D
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/// sprites, 3D, particles, lights...
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/// It does this with a "data" system. Basically, code writes data to the component, and the component will use
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/// prototype-based configuration to change the actual visuals.
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/// The data works using a simple key/value system. It is recommended to use enum keys to prevent errors.
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/// Visualization works client side with overrides of the <c>AppearanceVisualizer</c> class.
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/// </summary>
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[NetworkedComponent]
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[ComponentProtoName("Appearance")]
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public abstract class AppearanceComponent : Component
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{
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[ViewVariables] internal bool AppearanceDirty;
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[ViewVariables] internal Dictionary<object, object> AppearanceData = new();
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public void SetData(string key, object value)
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{
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if (AppearanceData.TryGetValue(key, out var existing) && existing.Equals(value))
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return;
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AppearanceData[key] = value;
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Dirty();
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EntitySystem.Get<SharedAppearanceSystem>().MarkDirty(this);
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}
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public void SetData(Enum key, object value)
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{
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if (AppearanceData.TryGetValue(key, out var existing) && existing.Equals(value))
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return;
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AppearanceData[key] = value;
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Dirty();
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EntitySystem.Get<SharedAppearanceSystem>().MarkDirty(this);
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}
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public T GetData<T>(string key)
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{
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return (T)AppearanceData[key];
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}
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public T GetData<T>(Enum key)
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{
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return (T)AppearanceData[key];
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}
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public bool TryGetData<T>(Enum key, [NotNullWhen(true)] out T data)
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{
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return TryGetDataPrivate(key, out data);
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}
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public bool TryGetData<T>(string key, [NotNullWhen(true)] out T data)
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{
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return TryGetDataPrivate(key, out data);
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}
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private bool TryGetDataPrivate<T>(object key, [NotNullWhen(true)] out T data)
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{
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if (AppearanceData.TryGetValue(key, out var dat))
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{
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data = (T)dat;
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return true;
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}
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data = default!;
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return false;
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}
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}
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