light refactoring/rework (#19314)
Co-authored-by: deltanedas <@deltanedas:kde.org>
This commit is contained in:
92
Content.Shared/Light/Components/HandheldLightComponent.cs
Normal file
92
Content.Shared/Light/Components/HandheldLightComponent.cs
Normal file
@@ -0,0 +1,92 @@
|
||||
using Content.Shared.Actions.ActionTypes;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
|
||||
|
||||
namespace Content.Shared.Light.Components;
|
||||
|
||||
[RegisterComponent, NetworkedComponent, Access(typeof(SharedHandheldLightSystem))]
|
||||
public sealed partial class HandheldLightComponent : Component
|
||||
{
|
||||
public byte? Level;
|
||||
public bool Activated;
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
[DataField("wattage")]
|
||||
public float Wattage { get; set; } = .8f;
|
||||
|
||||
[DataField("turnOnSound")]
|
||||
public SoundSpecifier TurnOnSound = new SoundPathSpecifier("/Audio/Items/flashlight_on.ogg");
|
||||
|
||||
[DataField("turnOnFailSound")]
|
||||
public SoundSpecifier TurnOnFailSound = new SoundPathSpecifier("/Audio/Machines/button.ogg");
|
||||
|
||||
[DataField("turnOffSound")]
|
||||
public SoundSpecifier TurnOffSound = new SoundPathSpecifier("/Audio/Items/flashlight_off.ogg");
|
||||
|
||||
/// <summary>
|
||||
/// Whether to automatically set item-prefixes when toggling the flashlight.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Flashlights should probably be using explicit unshaded sprite, in-hand and clothing layers, this is
|
||||
/// mostly here for backwards compatibility.
|
||||
/// </remarks>
|
||||
[DataField("addPrefix")]
|
||||
public bool AddPrefix = false;
|
||||
|
||||
[DataField("toggleActionId", customTypeSerializer: typeof(PrototypeIdSerializer<InstantActionPrototype>))]
|
||||
public string ToggleActionId = "ToggleLight";
|
||||
|
||||
/// <summary>
|
||||
/// Whether or not the light can be toggled via standard interactions
|
||||
/// (alt verbs, using in hand, etc)
|
||||
/// </summary>
|
||||
[DataField("toggleOnInteract")]
|
||||
public bool ToggleOnInteract = true;
|
||||
|
||||
[DataField("toggleAction")]
|
||||
public InstantAction? ToggleAction;
|
||||
|
||||
public const int StatusLevels = 6;
|
||||
|
||||
/// <summary>
|
||||
/// Specify the ID of the light behaviour to use when the state of the light is Dying
|
||||
/// </summary>
|
||||
[DataField("blinkingBehaviourId")]
|
||||
public string BlinkingBehaviourId { get; set; } = string.Empty;
|
||||
|
||||
/// <summary>
|
||||
/// Specify the ID of the light behaviour to use when the state of the light is LowPower
|
||||
/// </summary>
|
||||
[DataField("radiatingBehaviourId")]
|
||||
public string RadiatingBehaviourId { get; set; } = string.Empty;
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public sealed class HandheldLightComponentState : ComponentState
|
||||
{
|
||||
public byte? Charge { get; }
|
||||
|
||||
public bool Activated { get; }
|
||||
|
||||
public HandheldLightComponentState(bool activated, byte? charge)
|
||||
{
|
||||
Activated = activated;
|
||||
Charge = charge;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public enum HandheldLightVisuals
|
||||
{
|
||||
Power
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public enum HandheldLightPowerStates
|
||||
{
|
||||
FullPower,
|
||||
LowPower,
|
||||
Dying,
|
||||
}
|
||||
Reference in New Issue
Block a user