Remove Static Component NetIds (#4247)
* Remove the unnecessary NetID property from ComponentState. * Remove Component.NetworkSynchronizeExistence. * Removed Component.NetID. * Adds component netID automatic generation. * Removed NetIdAttribute from serverside components with no corresponding clientside registration. * Completely remove static NetIds. * Renamed NetIDAttribute to NetworkedComponentAttribute. * Add GenerateNetIds calls to client and server entry points. Add test to make sure auto generated NetIds are identical. * Component changes when rebasing that I am too lazy to rewrite into the branch. Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
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@@ -1,6 +1,6 @@
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using System;
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using Content.Shared.NetIDs;
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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@@ -9,10 +9,10 @@ using Robust.Shared.ViewVariables;
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namespace Content.Shared.Singularity.Components
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{
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[RegisterComponent]
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[NetworkedComponent]
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public class SingularityDistortionComponent : Component
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{
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public override string Name => "SingularityDistortion";
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public override uint? NetID => ContentNetIDs.SINGULARITY_DISTORTION;
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[DataField("intensity")]
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private float _intensity = 0.25f;
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@@ -56,7 +56,7 @@ namespace Content.Shared.Singularity.Components
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[Serializable, NetSerializable]
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public class SingularityDistortionComponentState : ComponentState
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{
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public SingularityDistortionComponentState(float intensity, float falloff) : base(ContentNetIDs.SINGULARITY_DISTORTION)
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public SingularityDistortionComponentState(float intensity, float falloff)
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{
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Intensity = intensity;
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Falloff = falloff;
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