Add composite destructible thresholds (#3102)
* Add composite destructible thresholds * Reorder yaml properties * Update YAML * Fix YAML * Re-fix YAML * Add missing nullable enable * Go back window component is explosive * rider
This commit is contained in:
@@ -0,0 +1,37 @@
|
||||
#nullable enable
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.GameObjects.EntitySystems;
|
||||
using Content.Shared.GameObjects.Components.Damage;
|
||||
using Robust.Shared.Interfaces.Serialization;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Destructible.Thresholds.Triggers
|
||||
{
|
||||
/// <summary>
|
||||
/// A trigger that will activate when all of its triggers have activated.
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public class AndTrigger : IThresholdTrigger
|
||||
{
|
||||
public List<IThresholdTrigger> Triggers { get; set; } = new();
|
||||
|
||||
void IExposeData.ExposeData(ObjectSerializer serializer)
|
||||
{
|
||||
serializer.DataField(this, x => x.Triggers, "triggers", new List<IThresholdTrigger>());
|
||||
}
|
||||
|
||||
public bool Reached(IDamageableComponent damageable, DestructibleSystem system)
|
||||
{
|
||||
foreach (var trigger in Triggers)
|
||||
{
|
||||
if (!trigger.Reached(damageable, system))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user