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will do map refactor tomorrow, for now, planet lighting 🆑 * add: Ported planet lighting for indoor / outdoor areas. * add: Ported day-night cycle functionality. * add: Ported some Storage UI v2 fixes. --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com> Co-authored-by: Janet Blackquill <uhhadd@gmail.com> (cherry picked from commit 4efb0b3b328dd4eba3095cc3f0a95fad88b49661)
57 lines
1.5 KiB
C#
57 lines
1.5 KiB
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Map.Components;
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namespace Content.Shared.Light.Components;
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/// <summary>
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/// Cycles through colors AKA "Day / Night cycle" on <see cref="MapLightComponent"/>
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class LightCycleComponent : Component
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{
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[DataField, AutoNetworkedField]
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public Color OriginalColor = Color.Transparent;
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/// <summary>
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/// How long an entire cycle lasts
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/// </summary>
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[DataField, AutoNetworkedField]
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public TimeSpan Duration = TimeSpan.FromMinutes(30);
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[DataField, AutoNetworkedField]
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public TimeSpan Offset;
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[DataField, AutoNetworkedField]
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public bool Enabled = true;
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/// <summary>
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/// Should the offset be randomised upon MapInit.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool InitialOffset = true;
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/// <summary>
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/// Trench of the oscillation.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float MinLightLevel = 0f;
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/// <summary>
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/// Peak of the oscillation
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/// </summary>
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[DataField, AutoNetworkedField]
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public float MaxLightLevel = 3f;
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[DataField, AutoNetworkedField]
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public float ClipLight = 1.25f;
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[DataField, AutoNetworkedField]
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public Color ClipLevel = new Color(1f, 1f, 1.25f);
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[DataField, AutoNetworkedField]
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public Color MinLevel = new Color(0.1f, 0.15f, 0.50f);
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[DataField, AutoNetworkedField]
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public Color MaxLevel = new Color(2f, 2f, 5f);
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}
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