Class TextScreenSystem
The TextScreenSystem draws text in the game world using 3x5 sprite states for each character.
Inheritance
System.Object
Robust.Shared.GameObjects.EntitySystem
TextScreenSystem
Implements
Robust.Shared.GameObjects.IEntitySystem
Robust.Shared.GameObjects.IEntityEventSubscriber
Robust.Shared.IoC.IPostInjectInit
Assembly: Content.Client.dll
Syntax
public sealed class TextScreenSystem : VisualizerSystem<TextScreenVisualsComponent>, IEntitySystem, IEntityEventSubscriber, IPostInjectInit
Methods
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GetStateFromChar(Nullable<Char>)
Returns the Effects/text.rsi state string based on character, or null if none available.
Declaration
public static string? GetStateFromChar(char? character)
Parameters
| Type |
Name |
Description |
| System.Nullable<System.Char> |
character |
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Returns
| Type |
Description |
| System.Nullable<System.String> |
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Initialize()
Declaration
public override void Initialize()
Overrides
Robust.Client.GameObjects.VisualizerSystem<Content.Client.TextScreen.TextScreenVisualsComponent>.Initialize()
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OnAppearanceChange(EntityUid, TextScreenVisualsComponent, ref AppearanceChangeEvent)
Declaration
protected override void OnAppearanceChange(EntityUid uid, TextScreenVisualsComponent component, ref AppearanceChangeEvent args)
Parameters
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PrepareLayerStatesToDraw(EntityUid, TextScreenVisualsComponent, SpriteComponent)
Declaration
public void PrepareLayerStatesToDraw(EntityUid uid, TextScreenVisualsComponent component, SpriteComponent sprite = null)
Parameters
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ResetTextLength(EntityUid, TextScreenVisualsComponent, SpriteComponent)
Resets all TextScreenComponent sprite layers, through removing them and then creating new ones.
Declaration
public void ResetTextLength(EntityUid uid, TextScreenVisualsComponent component, SpriteComponent sprite = null)
Parameters
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SetTextLength(EntityUid, TextScreenVisualsComponent, Int32, SpriteComponent)
Sets TextLength, adding or removing sprite layers if necessary.
Declaration
public void SetTextLength(EntityUid uid, TextScreenVisualsComponent component, int newLength, SpriteComponent sprite = null)
Parameters
| Type |
Name |
Description |
| EntityUid |
uid |
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| TextScreenVisualsComponent |
component |
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| System.Int32 |
newLength |
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| Robust.Client.GameObjects.SpriteComponent |
sprite |
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TimeToString(TimeSpan, Boolean)
Returns the timeSpan converted to a string in either HH:MM, MM:SS or potentially SS:mm format.
Declaration
public static string TimeToString(TimeSpan timeSpan, bool getMilliseconds = true)
Parameters
| Type |
Name |
Description |
| TimeSpan |
timeSpan |
TimeSpan to convert into string.
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| System.Boolean |
getMilliseconds |
Should the string be ss:ms if minutes are less than 1?
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Returns
| Type |
Description |
| System.String |
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Update(Single)
Declaration
public override void Update(float frameTime)
Parameters
| Type |
Name |
Description |
| System.Single |
frameTime |
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Overrides
Robust.Shared.GameObjects.EntitySystem.Update(System.Single)
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UpdateAppearance(EntityUid, TextScreenVisualsComponent, Nullable<AppearanceComponent>, SpriteComponent)
Declaration
public void UpdateAppearance(EntityUid uid, TextScreenVisualsComponent component, AppearanceComponent? appearance = null, SpriteComponent sprite = null)
Parameters
| Type |
Name |
Description |
| EntityUid |
uid |
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| TextScreenVisualsComponent |
component |
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| System.Nullable<AppearanceComponent> |
appearance |
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| Robust.Client.GameObjects.SpriteComponent |
sprite |
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UpdateLayersToDraw(EntityUid, TextScreenVisualsComponent, SpriteComponent)
Declaration
public void UpdateLayersToDraw(EntityUid uid, TextScreenVisualsComponent component, SpriteComponent sprite = null)
Parameters
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UpdateOffsets(EntityUid, TextScreenVisualsComponent, SpriteComponent)
Updates the layers offsets based on the text length, so it is drawn correctly.
Declaration
public void UpdateOffsets(EntityUid uid, TextScreenVisualsComponent component, SpriteComponent sprite = null)
Parameters
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UpdateText(TextScreenVisualsComponent)
Declaration
public static void UpdateText(TextScreenVisualsComponent component)
Parameters
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UpdateVisibility(EntityUid, TextScreenVisualsComponent, SpriteComponent)
Declaration
public void UpdateVisibility(EntityUid uid, TextScreenVisualsComponent component, SpriteComponent sprite = null)
Parameters
Implements
Robust.Shared.GameObjects.IEntitySystem
Robust.Shared.GameObjects.IEntityEventSubscriber
Robust.Shared.IoC.IPostInjectInit