Update trivial components to use auto comp states (#20539)

This commit is contained in:
DrSmugleaf
2023-09-28 16:20:29 -07:00
committed by GitHub
parent 14cfe44ece
commit a44fa86b68
158 changed files with 806 additions and 2866 deletions

View File

@@ -4,18 +4,17 @@ using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.Body.Components;
[RegisterComponent, NetworkedComponent]
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedBodySystem))]
public sealed partial class BodyComponent : Component
{
/// <summary>
/// Relevant template to spawn for this body.
/// </summary>
[DataField]
[DataField, AutoNetworkedField]
public ProtoId<BodyPrototype>? Prototype;
/// <summary>
@@ -29,35 +28,17 @@ public sealed partial class BodyComponent : Component
[ViewVariables]
public string RootPartSlot => RootContainer.ID;
[DataField] public SoundSpecifier GibSound = new SoundCollectionSpecifier("gib");
[DataField, AutoNetworkedField]
public SoundSpecifier GibSound = new SoundCollectionSpecifier("gib");
/// <summary>
/// The amount of legs required to move at full speed.
/// If 0, then legs do not impact speed.
/// </summary>
[DataField] public int RequiredLegs;
[DataField, AutoNetworkedField]
public int RequiredLegs;
[ViewVariables]
[DataField]
[DataField, AutoNetworkedField]
public HashSet<EntityUid> LegEntities = new();
}
[Serializable, NetSerializable]
public sealed class BodyComponentState : ComponentState
{
public string? Prototype;
public string? RootPartSlot;
public SoundSpecifier GibSound;
public int RequiredLegs;
public HashSet<NetEntity> LegNetEntities;
public BodyComponentState(string? prototype, string? rootPartSlot, SoundSpecifier gibSound,
int requiredLegs, HashSet<NetEntity> legNetEntities)
{
Prototype = prototype;
RootPartSlot = rootPartSlot;
GibSound = gibSound;
RequiredLegs = requiredLegs;
LegNetEntities = legNetEntities;
}
}