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* Sprite Fade Overlay Restricted to overlapping clickables
* Added an IgnoreClickableRestrict for larger objects, and put it on Anomaly Generator as an example
* Adjusting fade changes based on review
* double for avoid
* {
* fsnjhjasfhfsajkasfhj
---------
Co-authored-by: jessicamaybe <jessica@jessicamaybe.com>
Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com>
16 lines
496 B
C#
16 lines
496 B
C#
using Robust.Shared.GameStates;
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namespace Content.Shared.Sprite;
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/// <summary>
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/// If your client entity is behind this then the sprite's alpha will be lowered so your entity remains visible.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class SpriteFadeComponent : Component
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{
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/// <summary>
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/// If true, fades the item even if there is nothing else clickable behind the hovered point.
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/// </summary>
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[DataField]
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public bool AlwaysFade;
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}
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