* Initial resources commit * Initial code commit * Added additional resources * Continuing to build holopad and telephone systems * Added hologram shader * Added hologram system and entity * Holo calls now have a hologram of the user appear on them * Initial implementation of holopads transmitting nearby chatter * Added support for linking across multiple telephones/holopads/entities * Fixed a bunch of bugs * Tried simplifying holopad entity dependence, added support for mid-call user switching * Replaced PVS expansion with manually networked sprite states * Adjusted volume of ring tone * Added machine board * Minor features and tweaks * Resolving merge conflict * Recommit audio attributions * Telephone chat adjustments * Added support for AI interactions with holopads * Building the holopad UI * Holopad UI finished * Further UI tweaks * Station AI can hear local chatter when being projected from a holopad * Minor bug fixes * Added wire panels to holopads * Basic broadcasting * Start of emergency broadcasting code * Fixing issues with broadcasting * More work on emergency broadcasting * Updated holopad visuals * Added cooldown text to emergency broadcast and control lock out screen * Code clean up * Fixed issue with timing * Broadcasting now requires command access * Fixed some bugs * Added multiple holopad prototypes with different ranges * The AI no longer requires power to interact with holopads * Fixed some additional issues * Addressing more issues * Added emote support for holograms * Changed the broadcast lockout durations to their proper values * Added AI vision wire to holopads * Bug fixes * AI vision and interaction wires can be added to the same wire panel * Fixed error * More bug fixes * Fixed test fail * Embellished the emergency call lock out window * Holopads play borg sounds when speaking * Borg and AI names are listed as the caller ID on the holopad * Borg chassis can now be seen on holopad holograms * Holopad returns to a machine frame when badly damaged * Clarified some text * Fix merge conflict * Fixed merge conflict * Fixing merge conflict * Fixing merge conflict * Fixing merge conflict * Offset menu on open * AI can alt click on holopads to activate the projector * Bug fixes for intellicard interactions * Fixed speech issue with intellicards * The UI automatically opens for the AI when it alt-clicks on the holopad * Simplified shader math * Telephones will auto hang up 60 seconds after the last person on a call stops speaking * Added better support for AI requests when multiple AI cores are on the station * The call controls pop up for the AI when they accept a summons from a holopad * Compatibility mode fix for the hologram shader * Further shader fixes for compatibility mode * File clean up * More cleaning up * Removed access requirements from quantum holopads so they can used by nukies * The title of the holopad window now reflects the name of the device * Linked telephones will lose their connection if both move out of range of each other
72 lines
1.5 KiB
C#
72 lines
1.5 KiB
C#
using Robust.Shared.GameStates;
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using System.Numerics;
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namespace Content.Shared.Holopad;
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/// <summary>
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/// Holds data pertaining to holopad holograms
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class HolopadHologramComponent : Component
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{
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/// <summary>
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/// Default RSI path
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/// </summary>
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[DataField]
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public string RsiPath = string.Empty;
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/// <summary>
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/// Default RSI state
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/// </summary>
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[DataField]
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public string RsiState = string.Empty;
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/// <summary>
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/// Name of the shader to use
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/// </summary>
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[DataField]
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public string ShaderName = string.Empty;
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/// <summary>
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/// The primary color
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/// </summary>
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[DataField]
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public Color Color1 = Color.White;
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/// <summary>
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/// The secondary color
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/// </summary>
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[DataField]
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public Color Color2 = Color.White;
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/// <summary>
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/// The shared color alpha
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/// </summary>
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[DataField]
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public float Alpha = 1f;
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/// <summary>
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/// The color brightness
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/// </summary>
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[DataField]
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public float Intensity = 1f;
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/// <summary>
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/// The scroll rate of the hologram shader
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/// </summary>
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[DataField]
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public float ScrollRate = 1f;
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/// <summary>
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/// The sprite offset
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/// </summary>
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[DataField]
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public Vector2 Offset = new Vector2();
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/// <summary>
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/// A user that are linked to this hologram
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/// </summary>
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[ViewVariables]
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public Entity<HolopadComponent>? LinkedHolopad;
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}
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