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

@@ -1,10 +1,9 @@
using System.Numerics;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Gravity;
[RegisterComponent, NetworkedComponent]
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedFloatingVisualizerSystem))]
public sealed partial class FloatingVisualsComponent : Component
{
@@ -12,33 +11,19 @@ public sealed partial class FloatingVisualsComponent : Component
/// How long it takes to go from the bottom of the animation to the top.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("animationTime")]
[DataField, AutoNetworkedField]
public float AnimationTime = 2f;
/// <summary>
/// How far it goes in any direction.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("offset")]
[DataField, AutoNetworkedField]
public Vector2 Offset = new(0, 0.2f);
[ViewVariables(VVAccess.ReadWrite)]
[AutoNetworkedField]
public bool CanFloat = false;
public readonly string AnimationKey = "gravity";
}
[Serializable, NetSerializable]
public sealed class SharedFloatingVisualsComponentState : ComponentState
{
public float AnimationTime;
public Vector2 Offset;
public bool HasGravity;
public SharedFloatingVisualsComponentState(float animationTime, Vector2 offset, bool hasGravity)
{
AnimationTime = animationTime;
Offset = offset;
HasGravity = hasGravity;
}
}