Morphing components/facilities/etc
- Dominant language
- C#
- Stars
- 86
- Forks
- 14
- PR merge metrics
- No merged PRs in 30d
Description
**What do you want to see?**
The ability to morph components like in THANCS. This could also apply to facilities and hulls.
Morphing basically transforms a component into another component in THANCS, but that led to all sorts of duplicated data in the data files. Therefore the FrEee implementation will want to work by saving only partial components for each morph state - say, objects that represent deltas between the default state of the component and the morph state.
**How would it help players?**
I'm sure modders will find a bunch of uses for this!
A few off the top of my head:
* Alternate weapons fire modes as described in #163
* Toggle states as described in #32
**Alternatives**
???
**Screenshots and mockups**
See [THANCS](http://imagemodserver.duckdns.org/nick/GreenEggsAndHam/THANCS/)
**Things to consider**
How will we define these morph states without duplicating all the component data that stays static (e.g. cost)?
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