Files
RobustToolbox/Robust.Shared/GameObjects/Components/Appearance/AppearanceComponent.cs
2021-12-03 15:09:45 +01:00

123 lines
3.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Robust.Shared.GameObjects;
/// <summary>
/// The appearance component allows game logic to be more detached from the actual visuals of an entity such as 2D
/// sprites, 3D, particles, lights...
/// It does this with a "data" system. Basically, code writes data to the component, and the component will use
/// prototype-based configuration to change the actual visuals.
/// The data works using a simple key/value system. It is recommended to use enum keys to prevent errors.
/// Visualization works client side with overrides of the <c>AppearanceVisualizer</c> class.
/// </summary>
[NetworkedComponent]
[ComponentProtoName("Appearance")]
public abstract class AppearanceComponent : Component
{
[ViewVariables]
private Dictionary<object, object> _appearanceData = new();
public override ComponentState GetComponentState()
{
return new AppearanceComponentState(_appearanceData);
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
if (curState is not AppearanceComponentState actualState)
return;
var stateDiff = _appearanceData.Count != actualState.Data.Count;
if (!stateDiff)
{
foreach (var (key, value) in _appearanceData)
{
if (!actualState.Data.TryGetValue(key, out var stateValue) ||
!value.Equals(stateValue))
{
stateDiff = true;
break;
}
}
}
if (!stateDiff) return;
_appearanceData = actualState.Data;
MarkDirty();
}
public void SetData(string key, object value)
{
if (_appearanceData.TryGetValue(key, out var existing) && existing.Equals(value))
return;
_appearanceData[key] = value;
Dirty();
MarkDirty();
}
public void SetData(Enum key, object value)
{
if (_appearanceData.TryGetValue(key, out var existing) && existing.Equals(value))
return;
_appearanceData[key] = value;
Dirty();
MarkDirty();
}
public T GetData<T>(string key)
{
return (T)_appearanceData[key];
}
public T GetData<T>(Enum key)
{
return (T)_appearanceData[key];
}
public bool TryGetData<T>(Enum key, [NotNullWhen(true)] out T data)
{
return TryGetDataPrivate(key, out data);
}
public bool TryGetData<T>(string key, [NotNullWhen(true)] out T data)
{
return TryGetDataPrivate(key, out data);
}
protected virtual void MarkDirty() { }
private bool TryGetDataPrivate<T>(object key, [NotNullWhen(true)] out T data)
{
if (_appearanceData.TryGetValue(key, out var dat))
{
data = (T)dat;
return true;
}
data = default!;
return false;
}
[Serializable, NetSerializable]
protected class AppearanceComponentState : ComponentState
{
public readonly Dictionary<object, object> Data;
public AppearanceComponentState(Dictionary<object, object> data)
{
Data = data;
}
}
}