CatStation/Content.Shared/DrawDepth/DrawDepth.cs
Dmitry 25c5e59248
Upstream (#3172)
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126 lines
4.7 KiB
C#

using Robust.Shared.Serialization;
using DrawDepthTag = Robust.Shared.GameObjects.DrawDepth;
namespace Content.Shared.DrawDepth
{
[ConstantsFor(typeof(DrawDepthTag))]
public enum DrawDepth
{
/// <summary>
/// This is for sub-floors, the floors you see after prying off a tile.
/// </summary>
LowFloors = DrawDepthTag.Default - 18,
// various entity types that require different
// draw depths, as to avoid hiding
#region SubfloorEntities
ThickPipe = DrawDepthTag.Default - 17,
ThickWire = DrawDepthTag.Default - 16,
ThinPipe = DrawDepthTag.Default - 15,
ThinWire = DrawDepthTag.Default - 14,
#endregion
/// <summary>
/// Things that are beneath regular floors.
/// </summary>
BelowFloor = DrawDepthTag.Default - 13,
/// <summary>
/// Used for entities like carpets.
/// </summary>
FloorTiles = DrawDepthTag.Default - 12,
/// <summary>
/// Things that are actually right on the floor, like ice crust or atmos devices. This does not mean objects like
/// tables, even though they are technically "on the floor".
/// </summary>
FloorObjects = DrawDepthTag.Default - 11,
/// <summary>
// Discrete drawdepth to avoid z-fighting with other FloorObjects but also above floor entities.
/// </summary>
Puddles = DrawDepthTag.Default - 10,
// There's a gap for subfloor entities to retain relative draw depth when revealed by a t-ray scanner.
/// <summary>
// Objects that are on the floor, but should render above puddles. This includes kudzu, holopads, telepads and levers.
/// </summary>
HighFloorObjects = DrawDepthTag.Default - 5,
DeadMobs = DrawDepthTag.Default - 4,
/// <summary>
/// Allows small mobs like mice and drones to render under tables and chairs but above puddles and vents
/// </summary>
SmallMobs = DrawDepthTag.Default - 3,
Walls = DrawDepthTag.Default - 2,
/// <summary>
/// Used for windows (grilles use walls) and misc signage. Useful if you want to have an APC in the middle
/// of some wall-art or something.
/// </summary>
WallTops = DrawDepthTag.Default - 1,
/// <summary>
/// Furniture, crates, tables. etc. If an entity should be drawn on top of a table, it needs a draw depth
/// that is higher than this.
/// </summary>
Objects = DrawDepthTag.Default,
/// <summary>
/// In-between an furniture and an item. Useful for entities that need to appear on top of tables, but are
/// not items. E.g., power cell chargers. Also useful for pizza boxes, which appear above crates, but not
/// above the pizza itself.
/// </summary>
SmallObjects = DrawDepthTag.Default + 1,
/// <summary>
/// Posters, APCs, air alarms, etc. This also includes most lights & lamps.
/// </summary>
WallMountedItems = DrawDepthTag.Default + 2,
/// <summary>
/// To use for objects that would usually fall under SmallObjects, but appear taller than 1 tile. For example: Reagent Grinder
/// </summary>
LargeObjects = DrawDepthTag.Default + 3,
/// <summary>
/// Generic items. Things that should be above crates & tables, but underneath mobs.
/// </summary>
Items = DrawDepthTag.Default + 4,
/// <summary>
/// Stuff that should be drawn below mobs, but on top of items. Like muzzle flash.
/// </summary>
BelowMobs = DrawDepthTag.Default + 5,
Mobs = DrawDepthTag.Default + 6,
OverMobs = DrawDepthTag.Default + 7,
Doors = DrawDepthTag.Default + 8,
/// <summary>
/// Blast doors and shutters which go over the usual doors.
/// </summary>
BlastDoors = DrawDepthTag.Default + 9,
/// <summary>
/// Stuff that needs to draw over most things, but not effects, like Kudzu.
/// </summary>
Overdoors = DrawDepthTag.Default + 10,
/// <summary>
/// Explosions, fire, melee swings. Whatever.
/// </summary>
Effects = DrawDepthTag.Default + 11,
Ghosts = DrawDepthTag.Default + 12,
/// <summary>
/// Use this selectively if it absolutely needs to be drawn above (almost) everything else. Examples include
/// the pointing arrow, the drag & drop ghost-entity, and some debug tools.
/// </summary>
Overlays = DrawDepthTag.Default + 13,
}
}