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crystall-punk-14/Content.Shared/Nutrition/Components/FoodSequenceElementComponent.cs

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using System.Numerics;
using Content.Shared.Nutrition.EntitySystems;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
namespace Content.Shared.Nutrition.Components;
/// <summary>
/// Tndicates that this entity can be inserted into FoodSequence, which will transfer all reagents to the target.
/// </summary>
[RegisterComponent, Access(typeof(SharedFoodSequenceSystem))]
public sealed partial class FoodSequenceElementComponent : Component
{
/// <summary>
/// the same object can be used in different sequences, and it will have a different sprite in different sequences.
/// </summary>
[DataField(required: true)]
public Dictionary<string, FoodSequenceElementEntry> Entries = new();
/// <summary>
/// which solution we will add to the main dish
/// </summary>
[DataField]
public string Solution = "food";
/// <summary>
/// state used to generate the appearance of the added layer
/// </summary>
[DataField]
public SpriteSpecifier? Sprite;
}
[DataRecord, Serializable, NetSerializable]
public sealed class FoodSequenceElementEntry
{
/// <summary>
/// A localized name piece to build into the item name generator.
/// </summary>
public LocId? Name { get; set; } = null;
/// <summary>
/// overriding default sprite
/// </summary>
public SpriteSpecifier? Sprite { get; set; } = null;
/// <summary>
/// If the layer is the final one, it can be added over the limit, but no other layers can be added after it.
/// </summary>
public bool Final { get; set; } = false;
/// <summary>
/// the shear of a particular layer. Allows a little "randomization" of each layer.
/// </summary>
public Vector2 LocalOffset { get; set; } = Vector2.Zero;
}