Power stuff (#31314)
* Power stuff - Add shared IsPowered - Add shared ResolveApc - Move PowerChangedEvent to shared for now - Add SlimPoweredLight that actually functions how you'd expect a PoweredLight to function it id didn't have a bunch of bloat on it. * big update * boing
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Content.Shared/Light/Components/SlimPoweredLightComponent.cs
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Content.Shared/Light/Components/SlimPoweredLightComponent.cs
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using Robust.Shared.GameStates;
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namespace Content.Shared.Light.Components;
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// All content light code is terrible and everything is baked-in. Power code got predicted before light code did.
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/// <summary>
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/// Handles turning a pointlight on / off based on power. Nothing else
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class SlimPoweredLightComponent : Component
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{
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/// <summary>
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/// Used to make this as being lit. If unpowered then the light will still be off.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Enabled = true;
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}
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