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

@@ -1,39 +1,22 @@
using Robust.Shared.Serialization;
using Robust.Shared.GameStates;
namespace Content.Shared.Chemistry.Components
{
//TODO: refactor movement modifier component because this is a pretty poor solution
[RegisterComponent]
[NetworkedComponent]
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class MovespeedModifierMetabolismComponent : Component
{
[ViewVariables]
[AutoNetworkedField, ViewVariables]
public float WalkSpeedModifier { get; set; }
[ViewVariables]
[AutoNetworkedField, ViewVariables]
public float SprintSpeedModifier { get; set; }
/// <summary>
/// When the current modifier is expected to end.
/// </summary>
[ViewVariables]
[AutoNetworkedField, ViewVariables]
public TimeSpan ModifierTimer { get; set; } = TimeSpan.Zero;
[Serializable, NetSerializable]
public sealed class MovespeedModifierMetabolismComponentState : ComponentState
{
public float WalkSpeedModifier { get; }
public float SprintSpeedModifier { get; }
public TimeSpan ModifierTimer { get; }
public MovespeedModifierMetabolismComponentState(float walkSpeedModifier, float sprintSpeedModifier, TimeSpan modifierTimer)
{
WalkSpeedModifier = walkSpeedModifier;
SprintSpeedModifier = sprintSpeedModifier;
ModifierTimer = modifierTimer;
}
}
}
}