Remove IClientSingularityInstance, move visual effects to SingularityDistortionComponent (#4194)

* Remove IClientSingularityInstance

* In and out 5 minute refactor

* Component states for singularity distortion

* Fix distortion states

* Address reviews
This commit is contained in:
DrSmugleaf
2021-06-24 04:48:11 +02:00
committed by GitHub
parent 34e457b854
commit 716bee0746
16 changed files with 244 additions and 190 deletions

View File

@@ -0,0 +1,68 @@
using System;
using Content.Shared.NetIDs;
using Robust.Shared.GameObjects;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Shared.Singularity.Components
{
[RegisterComponent]
public class SingularityDistortionComponent : Component
{
public override string Name => "SingularityDistortion";
public override uint? NetID => ContentNetIDs.SINGULARITY_DISTORTION;
[DataField("intensity")]
private float _intensity = 0.25f;
[DataField("falloff")]
private float _falloff = 2;
[ViewVariables(VVAccess.ReadWrite)]
public float Intensity
{
get => _intensity;
set => this.SetAndDirtyIfChanged(ref _intensity, value);
}
[ViewVariables(VVAccess.ReadWrite)]
public float Falloff
{
get => _falloff;
set => this.SetAndDirtyIfChanged(ref _falloff, value);
}
public override ComponentState GetComponentState(ICommonSession player)
{
return new SingularityDistortionComponentState(Intensity, Falloff);
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
base.HandleComponentState(curState, nextState);
if (curState is not SingularityDistortionComponentState state)
{
return;
}
Intensity = state.Intensity;
Falloff = state.Falloff;
}
}
[Serializable, NetSerializable]
public class SingularityDistortionComponentState : ComponentState
{
public SingularityDistortionComponentState(float intensity, float falloff) : base(ContentNetIDs.SINGULARITY_DISTORTION)
{
Intensity = intensity;
Falloff = falloff;
}
public float Intensity { get; }
public float Falloff { get; }
}
}