Update trivial components to use auto comp states (#20539)
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@@ -16,7 +16,6 @@ using Content.Shared.Movement.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Weapons.Melee;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Network;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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@@ -42,11 +41,6 @@ public abstract class SharedMechSystem : EntitySystem
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<MechComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<MechComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<MechPilotComponent, ComponentGetState>(OnPilotGetState);
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SubscribeLocalEvent<MechPilotComponent, ComponentHandleState>(OnPilotHandleState);
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SubscribeLocalEvent<MechComponent, MechToggleEquipmentEvent>(OnToggleEquipmentAction);
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SubscribeLocalEvent<MechComponent, MechEjectPilotEvent>(OnEjectPilotEvent);
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SubscribeLocalEvent<MechComponent, InteractNoHandEvent>(RelayInteractionEvent);
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@@ -59,52 +53,6 @@ public abstract class SharedMechSystem : EntitySystem
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SubscribeLocalEvent<MechPilotComponent, AttackAttemptEvent>(OnAttackAttempt);
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}
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#region State Handling
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private void OnGetState(EntityUid uid, MechComponent component, ref ComponentGetState args)
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{
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args.State = new MechComponentState
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{
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Integrity = component.Integrity,
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MaxIntegrity = component.MaxIntegrity,
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Energy = component.Energy,
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MaxEnergy = component.MaxEnergy,
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CurrentSelectedEquipment = GetNetEntity(component.CurrentSelectedEquipment),
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Broken = component.Broken
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};
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}
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private void OnHandleState(EntityUid uid, MechComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not MechComponentState state)
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return;
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component.Integrity = state.Integrity;
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component.MaxIntegrity = state.MaxIntegrity;
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component.Energy = state.Energy;
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component.MaxEnergy = state.MaxEnergy;
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component.CurrentSelectedEquipment = EnsureEntity<MechComponent>(state.CurrentSelectedEquipment, uid);
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component.Broken = state.Broken;
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}
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private void OnPilotGetState(EntityUid uid, MechPilotComponent component, ref ComponentGetState args)
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{
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args.State = new MechPilotComponentState
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{
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Mech = GetNetEntity(component.Mech)
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};
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}
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private void OnPilotHandleState(EntityUid uid, MechPilotComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not MechPilotComponentState state)
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return;
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component.Mech = EnsureEntity<MechPilotComponent>(state.Mech, uid);
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}
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#endregion
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private void OnToggleEquipmentAction(EntityUid uid, MechComponent component, MechToggleEquipmentEvent args)
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{
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if (args.Handled)
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