Files
wwdpublic/Content.Shared/Language/LanguagePrototype.cs
FoxxoTrystan 61719b756b Sign Languages! (#553)
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# Description

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Gives a new way to speak, Sign Languages using the Language system by
only adding a nullable variable.
Sign Language uses the default Emote system, meaning its will not get
picked up by Radio or others devices or get blocked by accents.

When a Sign Language is on, "Say/Whisper" will talk in Sign Language,
Emote will still act like normal emotes.

The Glorious Sign Language has arrived... and there can be more then
one!

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![image](https://github.com/user-attachments/assets/ac0c1a57-da49-4419-bb75-da0a308eee7d)

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# Changelog

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🆑 FoxxoTrystan
- add: Added the ability to speak with Sign Language.
2024-07-19 18:20:30 +01:00

44 lines
1.2 KiB
C#

using Robust.Shared.Prototypes;
namespace Content.Shared.Language;
[Prototype("language")]
public sealed class LanguagePrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
[DataField("color")]
public Color? Color;
[DataField("fontId")]
public string? FontId;
[DataField("fontSize")]
public int? FontSize;
/// <summary>
/// If true, will mark the language as a SignLanguage and will be handled as such.
/// </summary>
[DataField("signLanguage")]
public bool? SignLanguage;
/// <summary>
/// Obfuscation method used by this language. By default, uses <see cref="ObfuscationMethod.Default"/>
/// </summary>
[DataField("obfuscation")]
public ObfuscationMethod Obfuscation = ObfuscationMethod.Default;
#region utility
/// <summary>
/// The in-world name of this language, localized.
/// </summary>
public string Name => Loc.GetString($"language-{ID}-name");
/// <summary>
/// The in-world description of this language, localized.
/// </summary>
public string Description => Loc.GetString($"language-{ID}-description");
#endregion utility
}