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Class DamageVisualsSystem

A simple visualizer for any entity with a DamageableComponent to display the status of how damaged it is.

Can either be an overlay for an entity, or target multiple layers on the same entity.

This can be disabled dynamically by passing into SetData, key DamageVisualizerKeys.Disabled, value bool (DamageVisualizerKeys lives in Content.Shared.Damage)

Damage layers, if targeting layers, can also be dynamically disabled if needed by passing into SetData, the name/enum of the sprite layer, and then passing in a bool value (true to enable, false to disable).

Inheritance
System.Object
Robust.Shared.GameObjects.EntitySystem
Robust.Client.GameObjects.VisualizerSystem<DamageVisualsComponent>
DamageVisualsSystem
Implements
Robust.Shared.GameObjects.IEntitySystem
Robust.Shared.GameObjects.IEntityEventSubscriber
Robust.Shared.IoC.IPostInjectInit
Namespace: Content.Client.Damage
Assembly: Content.Client.dll
Syntax
public sealed class DamageVisualsSystem : VisualizerSystem<DamageVisualsComponent>, IEntitySystem, IEntityEventSubscriber, IPostInjectInit

Methods

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Initialize()

Declaration
public override void Initialize()
Overrides
Robust.Client.GameObjects.VisualizerSystem<Content.Client.Damage.DamageVisualsComponent>.Initialize()
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OnAppearanceChange(EntityUid, DamageVisualsComponent, ref AppearanceChangeEvent)

Declaration
protected override void OnAppearanceChange(EntityUid uid, DamageVisualsComponent damageVisComp, ref AppearanceChangeEvent args)
Parameters
Type Name Description
EntityUid uid
DamageVisualsComponent damageVisComp
Robust.Client.GameObjects.AppearanceChangeEvent args

Implements

Robust.Shared.GameObjects.IEntitySystem
Robust.Shared.GameObjects.IEntityEventSubscriber
Robust.Shared.IoC.IPostInjectInit
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