Update trivial components to use auto comp states (#20539)
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@@ -1,5 +1,4 @@
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Anomaly.Components;
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@@ -7,31 +6,27 @@ namespace Content.Shared.Anomaly.Components;
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/// <summary>
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/// Tracks anomalies going supercritical
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(SharedAnomalySystem))]
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(SharedAnomalySystem))]
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public sealed partial class AnomalySupercriticalComponent : Component
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{
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/// <summary>
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/// The time when the supercritical animation ends and it does whatever effect.
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/// </summary>
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[DataField("endTime", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField]
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan EndTime;
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/// <summary>
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/// The length of the animation before it goes supercritical.
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/// </summary>
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[AutoNetworkedField]
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan SupercriticalDuration = TimeSpan.FromSeconds(10);
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/// <summary>
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/// The maximum size the anomaly scales to while going supercritical
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/// </summary>
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[DataField("maxScaleAmount")]
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[DataField]
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public float MaxScaleAmount = 3;
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}
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[Serializable, NetSerializable]
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public sealed class AnomalySupercriticalComponentState : ComponentState
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{
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public TimeSpan EndTime;
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public TimeSpan Duration;
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}
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