Make DoAfter visible to all (#2183)

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2020-10-10 22:59:17 +11:00
committed by GitHub
parent 5aa866548b
commit aba9b0e3f9
5 changed files with 217 additions and 227 deletions

View File

@@ -3,10 +3,7 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using Content.Client.GameObjects.EntitySystems.DoAfter; using Content.Client.GameObjects.EntitySystems.DoAfter;
using Content.Shared.GameObjects.Components; using Content.Shared.GameObjects.Components;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Network; using Robust.Shared.Interfaces.Network;
using Robust.Shared.Interfaces.Timing; using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC; using Robust.Shared.IoC;
@@ -19,62 +16,112 @@ namespace Content.Client.GameObjects.Components
{ {
public override string Name => "DoAfter"; public override string Name => "DoAfter";
public IReadOnlyDictionary<byte, DoAfterMessage> DoAfters => _doAfters; public IReadOnlyDictionary<byte, ClientDoAfter> DoAfters => _doAfters;
private readonly Dictionary<byte, DoAfterMessage> _doAfters = new Dictionary<byte, DoAfterMessage>(); private readonly Dictionary<byte, ClientDoAfter> _doAfters = new Dictionary<byte, ClientDoAfter>();
public readonly List<(TimeSpan CancelTime, DoAfterMessage Message)> CancelledDoAfters = public readonly List<(TimeSpan CancelTime, ClientDoAfter Message)> CancelledDoAfters =
new List<(TimeSpan CancelTime, DoAfterMessage Message)>(); new List<(TimeSpan CancelTime, ClientDoAfter Message)>();
public DoAfterGui? Gui { get; set; }
public override void HandleNetworkMessage(ComponentMessage message, INetChannel netChannel, ICommonSession? session = null) public override void HandleNetworkMessage(ComponentMessage message, INetChannel netChannel, ICommonSession? session = null)
{ {
base.HandleNetworkMessage(message, netChannel, session); base.HandleNetworkMessage(message, netChannel, session);
switch (message) switch (message)
{ {
case DoAfterMessage msg:
_doAfters.Add(msg.ID, msg);
EntitySystem.Get<DoAfterSystem>().Gui?.AddDoAfter(msg);
break;
case CancelledDoAfterMessage msg: case CancelledDoAfterMessage msg:
Cancel(msg.ID); Cancel(msg.ID);
break; break;
} }
} }
public override void HandleMessage(ComponentMessage message, IComponent? component) public override void OnAdd()
{ {
base.HandleMessage(message, component); base.OnAdd();
switch (message) Enable();
}
public override void OnRemove()
{
base.OnRemove();
Disable();
}
/// <summary>
/// For handling PVS so we dispose of controls if they go out of range
/// </summary>
public void Enable()
{
if (Gui != null && !Gui.Disposed)
return;
Gui = new DoAfterGui {AttachedEntity = Owner};
foreach (var (_, doAfter) in _doAfters)
{ {
case PlayerDetachedMsg _: Gui.AddDoAfter(doAfter);
_doAfters.Clear(); }
CancelledDoAfters.Clear();
break; foreach (var (_, cancelled) in CancelledDoAfters)
{
Gui.CancelDoAfter(cancelled.ID);
}
}
public void Disable()
{
Gui?.Dispose();
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
base.HandleComponentState(curState, nextState);
if (!(curState is DoAfterComponentState state))
return;
_doAfters.Clear();
foreach (var doAfter in state.DoAfters)
{
_doAfters.Add(doAfter.ID, doAfter);
}
if (Gui == null || Gui.Disposed)
return;
foreach (var (_, doAfter) in _doAfters)
{
Gui.AddDoAfter(doAfter);
} }
} }
/// <summary> /// <summary>
/// Remove a DoAfter without showing a cancellation graphic. /// Remove a DoAfter without showing a cancellation graphic.
/// </summary> /// </summary>
/// <param name="doAfter"></param> /// <param name="clientDoAfter"></param>
public void Remove(DoAfterMessage doAfter) public void Remove(ClientDoAfter clientDoAfter)
{ {
if (_doAfters.ContainsKey(doAfter.ID)) if (_doAfters.ContainsKey(clientDoAfter.ID))
{ _doAfters.Remove(clientDoAfter.ID);
_doAfters.Remove(doAfter.ID);
}
var found = false;
for (var i = CancelledDoAfters.Count - 1; i >= 0; i--) for (var i = CancelledDoAfters.Count - 1; i >= 0; i--)
{ {
var cancelled = CancelledDoAfters[i]; var cancelled = CancelledDoAfters[i];
if (cancelled.Message == doAfter) if (cancelled.Message == clientDoAfter)
{ {
CancelledDoAfters.RemoveAt(i); CancelledDoAfters.RemoveAt(i);
found = true;
break; break;
} }
} }
EntitySystem.Get<DoAfterSystem>().Gui?.RemoveDoAfter(doAfter.ID); if (!found)
_doAfters.Remove(clientDoAfter.ID);
Gui?.RemoveDoAfter(clientDoAfter.ID);
} }
/// <summary> /// <summary>
@@ -88,15 +135,16 @@ namespace Content.Client.GameObjects.Components
foreach (var (_, cancelled) in CancelledDoAfters) foreach (var (_, cancelled) in CancelledDoAfters)
{ {
if (cancelled.ID == id) if (cancelled.ID == id)
{
return; return;
}
} }
if (!_doAfters.ContainsKey(id))
return;
var doAfterMessage = _doAfters[id]; var doAfterMessage = _doAfters[id];
currentTime ??= IoCManager.Resolve<IGameTiming>().CurTime; currentTime ??= IoCManager.Resolve<IGameTiming>().CurTime;
CancelledDoAfters.Add((currentTime.Value, doAfterMessage)); CancelledDoAfters.Add((currentTime.Value, doAfterMessage));
EntitySystem.Get<DoAfterSystem>().Gui?.CancelDoAfter(id); Gui?.CancelDoAfter(id);
} }
} }
} }

View File

@@ -32,7 +32,7 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
// This behavior probably shouldn't be happening; so for whatever reason the control position is set the frame after // This behavior probably shouldn't be happening; so for whatever reason the control position is set the frame after
// I got NFI why because I don't know the UI internals // I got NFI why because I don't know the UI internals
private bool _firstDraw = true; public bool FirstDraw { get; set; }
public DoAfterGui() public DoAfterGui()
{ {
@@ -43,21 +43,18 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
LayoutContainer.SetGrowVertical(this, LayoutContainer.GrowDirection.Begin); LayoutContainer.SetGrowVertical(this, LayoutContainer.GrowDirection.Begin);
} }
/// <summary> protected override void Dispose(bool disposing)
/// Called when the mind is detached from an entity
/// </summary>
/// Rather than just dispose of the Gui we'll just remove its child controls and re-use the control.
public void Detached()
{ {
base.Dispose(disposing);
if (Disposed)
return;
foreach (var (_, control) in _doAfterControls) foreach (var (_, control) in _doAfterControls)
{ {
control.Dispose(); control.Dispose();
} }
_doAfterControls.Clear(); _doAfterControls.Clear();
foreach (var (_, control) in _doAfterBars)
{
control.Dispose();
}
_doAfterBars.Clear(); _doAfterBars.Clear();
_cancelledDoAfters.Clear(); _cancelledDoAfters.Clear();
} }
@@ -66,12 +63,10 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
/// Add the necessary control for a DoAfter progress bar. /// Add the necessary control for a DoAfter progress bar.
/// </summary> /// </summary>
/// <param name="message"></param> /// <param name="message"></param>
public void AddDoAfter(DoAfterMessage message) public void AddDoAfter(ClientDoAfter message)
{ {
if (_doAfterControls.ContainsKey(message.ID)) if (_doAfterControls.ContainsKey(message.ID))
{
return; return;
}
var doAfterBar = new DoAfterBar var doAfterBar = new DoAfterBar
{ {
@@ -108,18 +103,16 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
public void RemoveDoAfter(byte id) public void RemoveDoAfter(byte id)
{ {
if (!_doAfterControls.ContainsKey(id)) if (!_doAfterControls.ContainsKey(id))
{
return; return;
}
var control = _doAfterControls[id]; var control = _doAfterControls[id];
RemoveChild(control); RemoveChild(control);
_doAfterControls.Remove(id); _doAfterControls.Remove(id);
_doAfterBars.Remove(id); _doAfterBars.Remove(id);
if (_cancelledDoAfters.ContainsKey(id)) if (_cancelledDoAfters.ContainsKey(id))
{
_cancelledDoAfters.Remove(id); _cancelledDoAfters.Remove(id);
}
} }
/// <summary> /// <summary>
@@ -130,12 +123,15 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
public void CancelDoAfter(byte id) public void CancelDoAfter(byte id)
{ {
if (_cancelledDoAfters.ContainsKey(id)) if (_cancelledDoAfters.ContainsKey(id))
{
return; return;
}
var control = _doAfterControls[id]; if (!_doAfterBars.TryGetValue(id, out var doAfterBar))
_doAfterBars[id].Cancelled = true; {
doAfterBar = new DoAfterBar();
_doAfterBars[id] = doAfterBar;
}
doAfterBar.Cancelled = true;
_cancelledDoAfters.Add(id, _gameTiming.CurTime); _cancelledDoAfters.Add(id, _gameTiming.CurTime);
} }
@@ -143,28 +139,24 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
{ {
base.FrameUpdate(args); base.FrameUpdate(args);
if (AttachedEntity?.IsValid() != true || !AttachedEntity.TryGetComponent(out DoAfterComponent? doAfterComponent)) if (AttachedEntity?.IsValid() != true ||
!AttachedEntity.TryGetComponent(out DoAfterComponent? doAfterComponent))
{ {
return; return;
} }
var doAfters = doAfterComponent.DoAfters; var doAfters = doAfterComponent.DoAfters;
if (doAfters.Count == 0)
// Nothing to render so we'll hide.
if (doAfters.Count == 0 && _cancelledDoAfters.Count == 0)
{
_firstDraw = true;
Visible = false;
return; return;
}
// Set position ready for 2nd+ frames. // Set position ready for 2nd+ frames.
_playerPosition = _eyeManager.CoordinatesToScreen(AttachedEntity.Transform.Coordinates); _playerPosition = _eyeManager.CoordinatesToScreen(AttachedEntity.Transform.Coordinates);
LayoutContainer.SetPosition(this, new Vector2(_playerPosition.X - Width / 2, _playerPosition.Y - Height - 30.0f)); LayoutContainer.SetPosition(this, new Vector2(_playerPosition.X - Width / 2, _playerPosition.Y - Height - 30.0f));
if (_firstDraw) if (FirstDraw)
{ {
_firstDraw = false; Visible = false;
FirstDraw = false;
return; return;
} }
@@ -176,9 +168,7 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
foreach (var (id, cancelTime) in _cancelledDoAfters) foreach (var (id, cancelTime) in _cancelledDoAfters)
{ {
if ((currentTime - cancelTime).TotalSeconds > DoAfterSystem.ExcessTime) if ((currentTime - cancelTime).TotalSeconds > DoAfterSystem.ExcessTime)
{
toCancel.Add(id); toCancel.Add(id);
}
} }
foreach (var id in toCancel) foreach (var id in toCancel)
@@ -190,9 +180,7 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
foreach (var (id, message) in doAfters) foreach (var (id, message) in doAfters)
{ {
if (_cancelledDoAfters.ContainsKey(id) || !_doAfterControls.ContainsKey(id)) if (_cancelledDoAfters.ContainsKey(id) || !_doAfterControls.ContainsKey(id))
{
continue; continue;
}
var doAfterBar = _doAfterBars[id]; var doAfterBar = _doAfterBars[id];
doAfterBar.Ratio = MathF.Min(1.0f, doAfterBar.Ratio = MathF.Min(1.0f,

View File

@@ -1,6 +1,8 @@
#nullable enable #nullable enable
using System.Collections.Generic;
using System.Linq; using System.Linq;
using Content.Client.GameObjects.Components; using Content.Client.GameObjects.Components;
using Content.Shared.GameObjects.EntitySystems;
using JetBrains.Annotations; using JetBrains.Annotations;
using Robust.Client.GameObjects.EntitySystems; using Robust.Client.GameObjects.EntitySystems;
using Robust.Shared.GameObjects.Systems; using Robust.Shared.GameObjects.Systems;
@@ -27,133 +29,132 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
[Dependency] private readonly IGameTiming _gameTiming = default!; [Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IEntityManager _entityManager = default!; [Dependency] private readonly IEntityManager _entityManager = default!;
/// <summary>
/// Rather than checking attached player every tick we'll just store it from the message.
/// </summary>
private IEntity? _player;
/// <summary> /// <summary>
/// We'll use an excess time so stuff like finishing effects can show. /// We'll use an excess time so stuff like finishing effects can show.
/// </summary> /// </summary>
public const float ExcessTime = 0.5f; public const float ExcessTime = 0.5f;
public DoAfterGui? Gui { get; private set; } // Each component in range will have its own vBox which we need to keep track of so if they go out of range or
// come into range it needs altering
private HashSet<DoAfterComponent> _knownComponents = new HashSet<DoAfterComponent>();
private IEntity? _attachedEntity;
public override void Initialize() public override void Initialize()
{ {
base.Initialize(); base.Initialize();
SubscribeLocalEvent<PlayerAttachSysMessage>(message => HandlePlayerAttached(message.AttachedEntity)); SubscribeLocalEvent<PlayerAttachSysMessage>(HandlePlayerAttached);
} }
public override void Shutdown() private void HandlePlayerAttached(PlayerAttachSysMessage message)
{ {
base.Shutdown(); _attachedEntity = message.AttachedEntity;
Gui?.Dispose();
Gui = null;
_player = null;
} }
private void HandlePlayerAttached(IEntity? entity)
{
_player = entity;
// Setup the GUI and pass the new data to it if applicable.
Gui?.Detached();
if (entity == null)
{
return;
}
Gui ??= new DoAfterGui();
Gui.AttachedEntity = entity;
if (entity.TryGetComponent(out DoAfterComponent? doAfterComponent))
{
foreach (var (_, doAfter) in doAfterComponent.DoAfters)
{
Gui.AddDoAfter(doAfter);
}
}
}
public override void Update(float frameTime) public override void Update(float frameTime)
{ {
base.Update(frameTime); base.Update(frameTime);
var currentTime = _gameTiming.CurTime; var currentTime = _gameTiming.CurTime;
var foundComps = new HashSet<DoAfterComponent>();
if (_player?.IsValid() != true)
{ // Can't see any I guess?
if (_attachedEntity == null || _attachedEntity.Deleted)
return; return;
}
if (!_player.TryGetComponent(out DoAfterComponent? doAfterComponent)) foreach (var comp in ComponentManager.EntityQuery<DoAfterComponent>())
{ {
return; if (!_knownComponents.Contains(comp))
}
var doAfters = doAfterComponent.DoAfters.ToList();
if (doAfters.Count == 0)
{
return;
}
var userGrid = _player.Transform.Coordinates;
// Check cancellations / finishes
foreach (var (id, doAfter) in doAfters)
{
var elapsedTime = (currentTime - doAfter.StartTime).TotalSeconds;
// If we've passed the final time (after the excess to show completion graphic) then remove.
if (elapsedTime > doAfter.Delay + ExcessTime)
{ {
Gui?.RemoveDoAfter(id); _knownComponents.Add(comp);
doAfterComponent.Remove(doAfter); }
continue;
var doAfters = comp.DoAfters.ToList();
if (doAfters.Count == 0)
{
if (comp.Gui != null)
comp.Gui.FirstDraw = true;
return;
} }
// Don't predict cancellation if it's already finished. var range = (comp.Owner.Transform.WorldPosition - _attachedEntity.Transform.WorldPosition).Length + 0.01f;
if (elapsedTime > doAfter.Delay)
{
continue;
}
// Predictions if (comp.Owner != _attachedEntity && !ExamineSystemShared.InRangeUnOccluded(
if (doAfter.BreakOnUserMove) _attachedEntity.Transform.MapPosition,
comp.Owner.Transform.MapPosition, range,
entity => entity == comp.Owner || entity == _attachedEntity))
{ {
if (userGrid != doAfter.UserGrid) if (comp.Gui != null)
comp.Gui.FirstDraw = true;
return;
}
comp.Enable();
var userGrid = comp.Owner.Transform.Coordinates;
// Check cancellations / finishes
foreach (var (id, doAfter) in doAfters)
{
var elapsedTime = (currentTime - doAfter.StartTime).TotalSeconds;
// If we've passed the final time (after the excess to show completion graphic) then remove.
if (elapsedTime > doAfter.Delay + ExcessTime)
{ {
doAfterComponent.Cancel(id, currentTime); comp.Remove(doAfter);
continue;
}
}
if (doAfter.BreakOnTargetMove)
{
if (!_entityManager.TryGetEntity(doAfter.TargetUid, out var targetEntity))
{
// Cancel if the target entity doesn't exist.
doAfterComponent.Cancel(id, currentTime);
continue; continue;
} }
if (targetEntity.Transform.Coordinates != doAfter.TargetGrid) // Don't predict cancellation if it's already finished.
{ if (elapsedTime > doAfter.Delay)
doAfterComponent.Cancel(id, currentTime);
continue; continue;
// Predictions
if (doAfter.BreakOnUserMove)
{
if (userGrid != doAfter.UserGrid)
{
comp.Cancel(id, currentTime);
continue;
}
}
if (doAfter.BreakOnTargetMove)
{
var targetEntity = _entityManager.GetEntity(doAfter.TargetUid);
if (targetEntity.Transform.Coordinates != doAfter.TargetGrid)
{
comp.Cancel(id, currentTime);
continue;
}
} }
} }
var count = comp.CancelledDoAfters.Count;
// Remove cancelled DoAfters after ExcessTime has elapsed
for (var i = count - 1; i >= 0; i--)
{
var cancelled = comp.CancelledDoAfters[i];
if ((currentTime - cancelled.CancelTime).TotalSeconds > ExcessTime)
{
comp.Remove(cancelled.Message);
}
}
// Remove any components that we no longer need to track
foundComps.Add(comp);
} }
var count = doAfterComponent.CancelledDoAfters.Count; foreach (var comp in foundComps)
// Remove cancelled DoAfters after ExcessTime has elapsed
for (var i = count - 1; i >= 0; i--)
{ {
var cancelled = doAfterComponent.CancelledDoAfters[i]; if (!_knownComponents.Contains(comp))
if ((currentTime - cancelled.CancelTime).TotalSeconds > ExcessTime)
{ {
doAfterComponent.Remove(cancelled.Message); _knownComponents.Remove(comp);
comp.Disable();
} }
} }
} }

View File

@@ -2,11 +2,7 @@
using System.Collections.Generic; using System.Collections.Generic;
using Content.Server.GameObjects.EntitySystems.DoAfter; using Content.Server.GameObjects.EntitySystems.DoAfter;
using Content.Shared.GameObjects.Components; using Content.Shared.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Network;
namespace Content.Server.GameObjects.Components namespace Content.Server.GameObjects.Components
{ {
@@ -20,30 +16,15 @@ namespace Content.Server.GameObjects.Components
// we'll just send them the index. Doesn't matter if it wraps around. // we'll just send them the index. Doesn't matter if it wraps around.
private byte _runningIndex; private byte _runningIndex;
public override void HandleMessage(ComponentMessage message, IComponent? component) public override ComponentState GetComponentState()
{ {
base.HandleMessage(message, component); var toAdd = new List<ClientDoAfter>();
switch (message)
{ foreach (var doAfter in DoAfters)
case PlayerAttachedMsg _:
UpdateClient();
break;
}
}
// Only sending data to the relevant client (at least, other clients don't need to know about do_after for now).
private void UpdateClient()
{
if (!TryGetConnectedClient(out var connectedClient))
{
return;
}
foreach (var (doAfter, id) in _doAfters)
{ {
// THE ALMIGHTY PYRAMID // THE ALMIGHTY PYRAMID
var message = new DoAfterMessage( var clientDoAfter = new ClientDoAfter(
id, _doAfters[doAfter],
doAfter.UserGrid, doAfter.UserGrid,
doAfter.TargetGrid, doAfter.TargetGrid,
doAfter.StartTime, doAfter.StartTime,
@@ -51,65 +32,27 @@ namespace Content.Server.GameObjects.Components
doAfter.EventArgs.BreakOnUserMove, doAfter.EventArgs.BreakOnUserMove,
doAfter.EventArgs.BreakOnTargetMove, doAfter.EventArgs.BreakOnTargetMove,
doAfter.EventArgs.Target?.Uid ?? EntityUid.Invalid); doAfter.EventArgs.Target?.Uid ?? EntityUid.Invalid);
SendNetworkMessage(message, connectedClient); toAdd.Add(clientDoAfter);
}
}
private bool TryGetConnectedClient(out INetChannel? connectedClient)
{
connectedClient = null;
if (!Owner.TryGetComponent(out IActorComponent? actorComponent))
{
return false;
} }
connectedClient = actorComponent.playerSession.ConnectedClient; return new DoAfterComponentState(toAdd);
if (!connectedClient.IsConnected)
{
return false;
}
return true;
} }
public void Add(DoAfter doAfter) public void Add(DoAfter doAfter)
{ {
_doAfters.Add(doAfter, _runningIndex); _doAfters.Add(doAfter, _runningIndex);
if (TryGetConnectedClient(out var connectedClient))
{
var message = new DoAfterMessage(
_runningIndex,
doAfter.UserGrid,
doAfter.TargetGrid,
doAfter.StartTime,
doAfter.EventArgs.Delay,
doAfter.EventArgs.BreakOnUserMove,
doAfter.EventArgs.BreakOnTargetMove,
doAfter.EventArgs.Target?.Uid ?? EntityUid.Invalid);
SendNetworkMessage(message, connectedClient);
}
_runningIndex++; _runningIndex++;
Dirty();
} }
public void Cancelled(DoAfter doAfter) public void Cancelled(DoAfter doAfter)
{ {
if (!_doAfters.TryGetValue(doAfter, out var index)) if (!_doAfters.TryGetValue(doAfter, out var index))
{
return; return;
}
if (TryGetConnectedClient(out var connectedClient))
{
var message = new CancelledDoAfterMessage(index);
SendNetworkMessage(message, connectedClient);
}
_doAfters.Remove(doAfter); _doAfters.Remove(doAfter);
SendNetworkMessage(new CancelledDoAfterMessage(index));
} }
/// <summary> /// <summary>
@@ -120,9 +63,7 @@ namespace Content.Server.GameObjects.Components
public void Finished(DoAfter doAfter) public void Finished(DoAfter doAfter)
{ {
if (!_doAfters.ContainsKey(doAfter)) if (!_doAfters.ContainsKey(doAfter))
{
return; return;
}
_doAfters.Remove(doAfter); _doAfters.Remove(doAfter);
} }

View File

@@ -1,4 +1,5 @@
using System; using System;
using System.Collections.Generic;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
@@ -12,6 +13,17 @@ namespace Content.Shared.GameObjects.Components
public override uint? NetID => ContentNetIDs.DO_AFTER; public override uint? NetID => ContentNetIDs.DO_AFTER;
} }
[Serializable, NetSerializable]
public sealed class DoAfterComponentState : ComponentState
{
public List<ClientDoAfter> DoAfters { get; }
public DoAfterComponentState(List<ClientDoAfter> doAfters) : base(ContentNetIDs.DO_AFTER)
{
DoAfters = doAfters;
}
}
[Serializable, NetSerializable] [Serializable, NetSerializable]
public sealed class CancelledDoAfterMessage : ComponentMessage public sealed class CancelledDoAfterMessage : ComponentMessage
{ {
@@ -27,7 +39,7 @@ namespace Content.Shared.GameObjects.Components
/// We send a trimmed-down version of the DoAfter for the client for it to use. /// We send a trimmed-down version of the DoAfter for the client for it to use.
/// </summary> /// </summary>
[Serializable, NetSerializable] [Serializable, NetSerializable]
public sealed class DoAfterMessage : ComponentMessage public sealed class ClientDoAfter
{ {
// To see what these do look at DoAfter and DoAfterEventArgs // To see what these do look at DoAfter and DoAfterEventArgs
public byte ID { get; } public byte ID { get; }
@@ -47,7 +59,7 @@ namespace Content.Shared.GameObjects.Components
public bool BreakOnTargetMove { get; } public bool BreakOnTargetMove { get; }
public DoAfterMessage(byte id, EntityCoordinates userGrid, EntityCoordinates targetGrid, TimeSpan startTime, float delay, bool breakOnUserMove, bool breakOnTargetMove, EntityUid targetUid = default) public ClientDoAfter(byte id, EntityCoordinates userGrid, EntityCoordinates targetGrid, TimeSpan startTime, float delay, bool breakOnUserMove, bool breakOnTargetMove, EntityUid targetUid = default)
{ {
ID = id; ID = id;
UserGrid = userGrid; UserGrid = userGrid;