Merge remote-tracking branch 'upstream/master' into 20-10-30-admins
This commit is contained in:
@@ -14,10 +14,9 @@ namespace Content.Client.GameObjects.Components
|
|||||||
[RegisterComponent]
|
[RegisterComponent]
|
||||||
public sealed class HandheldLightComponent : SharedHandheldLightComponent, IItemStatus
|
public sealed class HandheldLightComponent : SharedHandheldLightComponent, IItemStatus
|
||||||
{
|
{
|
||||||
private bool _hasCell;
|
[ViewVariables] protected override bool HasCell => _level != null;
|
||||||
|
|
||||||
[ViewVariables] public float? Charge { get; private set; }
|
private byte? _level;
|
||||||
[ViewVariables] protected override bool HasCell => _hasCell;
|
|
||||||
|
|
||||||
public Control MakeControl()
|
public Control MakeControl()
|
||||||
{
|
{
|
||||||
@@ -29,8 +28,7 @@ namespace Content.Client.GameObjects.Components
|
|||||||
if (!(curState is HandheldLightComponentState cast))
|
if (!(curState is HandheldLightComponentState cast))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
Charge = cast.Charge;
|
_level = cast.Charge;
|
||||||
_hasCell = cast.HasCell;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private sealed class StatusControl : Control
|
private sealed class StatusControl : Control
|
||||||
@@ -38,7 +36,7 @@ namespace Content.Client.GameObjects.Components
|
|||||||
private const float TimerCycle = 1;
|
private const float TimerCycle = 1;
|
||||||
|
|
||||||
private readonly HandheldLightComponent _parent;
|
private readonly HandheldLightComponent _parent;
|
||||||
private readonly PanelContainer[] _sections = new PanelContainer[5];
|
private readonly PanelContainer[] _sections = new PanelContainer[StatusLevels - 1];
|
||||||
|
|
||||||
private float _timer;
|
private float _timer;
|
||||||
|
|
||||||
@@ -76,40 +74,37 @@ namespace Content.Client.GameObjects.Components
|
|||||||
{
|
{
|
||||||
base.Update(args);
|
base.Update(args);
|
||||||
|
|
||||||
|
if (!_parent.HasCell)
|
||||||
|
return;
|
||||||
|
|
||||||
_timer += args.DeltaSeconds;
|
_timer += args.DeltaSeconds;
|
||||||
_timer %= TimerCycle;
|
_timer %= TimerCycle;
|
||||||
|
|
||||||
var charge = _parent.Charge ?? 0;
|
var level = _parent._level;
|
||||||
|
|
||||||
int level;
|
for (var i = 0; i < _sections.Length; i++)
|
||||||
|
{
|
||||||
|
if (i == 0)
|
||||||
|
{
|
||||||
|
if (level == 0)
|
||||||
|
{
|
||||||
|
_sections[0].PanelOverride = _styleBoxUnlit;
|
||||||
|
}
|
||||||
|
else if (level == 1)
|
||||||
|
{
|
||||||
|
// Flash the last light.
|
||||||
|
_sections[0].PanelOverride = _timer > TimerCycle / 2 ? _styleBoxLit : _styleBoxUnlit;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
_sections[0].PanelOverride = _styleBoxLit;
|
||||||
|
}
|
||||||
|
|
||||||
if (MathHelper.CloseTo(charge, 0))
|
continue;
|
||||||
{
|
}
|
||||||
level = 0;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
level = ContentHelpers.RoundToNearestLevels(charge, 1.0, 6) + 1;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (level == 0)
|
_sections[i].PanelOverride = level >= i + 2 ? _styleBoxLit : _styleBoxUnlit;
|
||||||
{
|
|
||||||
_sections[0].PanelOverride = _styleBoxUnlit;
|
|
||||||
}
|
}
|
||||||
else if (level == 1)
|
|
||||||
{
|
|
||||||
// Flash the last light.
|
|
||||||
_sections[0].PanelOverride = _timer > TimerCycle / 2 ? _styleBoxLit : _styleBoxUnlit;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
_sections[0].PanelOverride = _styleBoxLit;
|
|
||||||
}
|
|
||||||
|
|
||||||
_sections[1].PanelOverride = level >= 3 ? _styleBoxLit : _styleBoxUnlit;
|
|
||||||
_sections[2].PanelOverride = level >= 4 ? _styleBoxLit : _styleBoxUnlit;
|
|
||||||
_sections[3].PanelOverride = level >= 5 ? _styleBoxLit : _styleBoxUnlit;
|
|
||||||
_sections[4].PanelOverride = level >= 6 ? _styleBoxLit : _styleBoxUnlit;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -203,7 +203,17 @@ namespace Content.Client.GameObjects.Components.IconSmoothing
|
|||||||
cornerNW |= CornerFill.Diagonal;
|
cornerNW |= CornerFill.Diagonal;
|
||||||
}
|
}
|
||||||
|
|
||||||
return (cornerNE, cornerNW, cornerSW, cornerSE);
|
switch (Owner.Transform.WorldRotation.GetCardinalDir())
|
||||||
|
{
|
||||||
|
case Direction.North:
|
||||||
|
return (cornerSW, cornerSE, cornerNE, cornerNW);
|
||||||
|
case Direction.West:
|
||||||
|
return (cornerSE, cornerNE, cornerNW, cornerSW);
|
||||||
|
case Direction.South:
|
||||||
|
return (cornerNE, cornerNW, cornerSW, cornerSE);
|
||||||
|
default:
|
||||||
|
return (cornerNW, cornerSW, cornerSE, cornerNE);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <inheritdoc />
|
/// <inheritdoc />
|
||||||
|
|||||||
@@ -34,10 +34,10 @@ namespace Content.Client.GameObjects.Components.Power
|
|||||||
base.OnChangeData(component);
|
base.OnChangeData(component);
|
||||||
|
|
||||||
var sprite = component.Owner.GetComponent<ISpriteComponent>();
|
var sprite = component.Owner.GetComponent<ISpriteComponent>();
|
||||||
if (component.TryGetData(PowerCellVisuals.ChargeLevel, out float fraction))
|
if (component.TryGetData(PowerCellVisuals.ChargeLevel, out byte level))
|
||||||
{
|
{
|
||||||
int level = ContentHelpers.RoundToNearestLevels(fraction, 1, 4) * 25;
|
var adjustedLevel = level * 25;
|
||||||
sprite.LayerSetState(Layers.Charge, $"{_prefix}_{level}");
|
sprite.LayerSetState(Layers.Charge, $"{_prefix}_{adjustedLevel}");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -212,6 +212,8 @@
|
|||||||
"MorgueEntityStorage",
|
"MorgueEntityStorage",
|
||||||
"MorgueTray",
|
"MorgueTray",
|
||||||
"CrematoriumEntityStorage",
|
"CrematoriumEntityStorage",
|
||||||
|
"RandomArcade",
|
||||||
|
"RandomSpriteState",
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
#nullable enable
|
#nullable enable
|
||||||
|
using System.Linq;
|
||||||
using System.Threading.Tasks;
|
using System.Threading.Tasks;
|
||||||
using Content.Server.GameObjects.Components.Construction;
|
using Content.Server.GameObjects.Components.Construction;
|
||||||
using Content.Shared.Construction;
|
using Content.Shared.Construction;
|
||||||
@@ -53,7 +54,18 @@ namespace Content.Server.Construction.Completions
|
|||||||
var computer = entityManager.SpawnEntity(boardComponent.Prototype, entity.Transform.Coordinates);
|
var computer = entityManager.SpawnEntity(boardComponent.Prototype, entity.Transform.Coordinates);
|
||||||
computer.Transform.LocalRotation = entity.Transform.LocalRotation;
|
computer.Transform.LocalRotation = entity.Transform.LocalRotation;
|
||||||
|
|
||||||
var computerContainer = ContainerManagerComponent.Ensure<Container>(Container, computer);
|
var computerContainer = ContainerManagerComponent.Ensure<Container>(Container, computer, out var existed);
|
||||||
|
|
||||||
|
if (existed)
|
||||||
|
{
|
||||||
|
// In case there are any entities inside this, delete them.
|
||||||
|
foreach (var ent in computerContainer.ContainedEntities.ToArray())
|
||||||
|
{
|
||||||
|
computerContainer.ForceRemove(ent);
|
||||||
|
ent.Delete();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
computerContainer.Insert(board);
|
computerContainer.Insert(board);
|
||||||
|
|
||||||
if (computer.TryGetComponent(out ConstructionComponent? construction))
|
if (computer.TryGetComponent(out ConstructionComponent? construction))
|
||||||
|
|||||||
@@ -7,12 +7,14 @@ using Content.Shared.GameObjects.Components;
|
|||||||
using Content.Shared.GameObjects.EntitySystems;
|
using Content.Shared.GameObjects.EntitySystems;
|
||||||
using Content.Shared.Interfaces;
|
using Content.Shared.Interfaces;
|
||||||
using Content.Shared.Interfaces.GameObjects.Components;
|
using Content.Shared.Interfaces.GameObjects.Components;
|
||||||
|
using Content.Shared.Utility;
|
||||||
using Robust.Server.GameObjects;
|
using Robust.Server.GameObjects;
|
||||||
using Robust.Server.GameObjects.EntitySystems;
|
using Robust.Server.GameObjects.EntitySystems;
|
||||||
using Robust.Shared.GameObjects;
|
using Robust.Shared.GameObjects;
|
||||||
using Robust.Shared.GameObjects.Systems;
|
using Robust.Shared.GameObjects.Systems;
|
||||||
using Robust.Shared.Interfaces.GameObjects;
|
using Robust.Shared.Interfaces.GameObjects;
|
||||||
using Robust.Shared.Localization;
|
using Robust.Shared.Localization;
|
||||||
|
using Robust.Shared.Maths;
|
||||||
using Robust.Shared.Serialization;
|
using Robust.Shared.Serialization;
|
||||||
using Robust.Shared.Utility;
|
using Robust.Shared.Utility;
|
||||||
using Robust.Shared.ViewVariables;
|
using Robust.Shared.ViewVariables;
|
||||||
@@ -41,6 +43,11 @@ namespace Content.Server.GameObjects.Components.Interactable
|
|||||||
[ViewVariables(VVAccess.ReadWrite)] public string? TurnOnFailSound;
|
[ViewVariables(VVAccess.ReadWrite)] public string? TurnOnFailSound;
|
||||||
[ViewVariables(VVAccess.ReadWrite)] public string? TurnOffSound;
|
[ViewVariables(VVAccess.ReadWrite)] public string? TurnOffSound;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Client-side ItemStatus level
|
||||||
|
/// </summary>
|
||||||
|
private byte? _lastLevel;
|
||||||
|
|
||||||
public override void ExposeData(ObjectSerializer serializer)
|
public override void ExposeData(ObjectSerializer serializer)
|
||||||
{
|
{
|
||||||
base.ExposeData(serializer);
|
base.ExposeData(serializer);
|
||||||
@@ -190,24 +197,34 @@ namespace Content.Server.GameObjects.Components.Interactable
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (Activated && !Cell.TryUseCharge(Wattage * frameTime)) TurnOff(false);
|
if (Activated && !Cell.TryUseCharge(Wattage * frameTime)) TurnOff(false);
|
||||||
Dirty();
|
|
||||||
|
var level = GetLevel();
|
||||||
|
|
||||||
|
if (level != _lastLevel)
|
||||||
|
{
|
||||||
|
_lastLevel = level;
|
||||||
|
Dirty();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Curently every single flashlight has the same number of levels for status and that's all it uses the charge for
|
||||||
|
// Thus we'll just check if the level changes.
|
||||||
|
private byte? GetLevel()
|
||||||
|
{
|
||||||
|
if (Cell == null)
|
||||||
|
return null;
|
||||||
|
|
||||||
|
var currentCharge = Cell.CurrentCharge;
|
||||||
|
|
||||||
|
if (MathHelper.CloseTo(currentCharge, 0) || Wattage > currentCharge)
|
||||||
|
return 0;
|
||||||
|
|
||||||
|
return (byte?) ContentHelpers.RoundToNearestLevels(currentCharge / Cell.MaxCharge * 255, 255, StatusLevels);
|
||||||
}
|
}
|
||||||
|
|
||||||
public override ComponentState GetComponentState()
|
public override ComponentState GetComponentState()
|
||||||
{
|
{
|
||||||
if (Cell == null)
|
return new HandheldLightComponentState(GetLevel());
|
||||||
{
|
|
||||||
return new HandheldLightComponentState(null, false);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (Wattage > Cell.CurrentCharge)
|
|
||||||
{
|
|
||||||
// Practically zero.
|
|
||||||
// This is so the item status works correctly.
|
|
||||||
return new HandheldLightComponentState(0, HasCell);
|
|
||||||
}
|
|
||||||
|
|
||||||
return new HandheldLightComponentState(Cell.CurrentCharge / Cell.MaxCharge, HasCell);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,14 +1,9 @@
|
|||||||
namespace Content.Server.GameObjects.Components.MachineLinking
|
using System;
|
||||||
{
|
|
||||||
public interface ISignalReceiver
|
|
||||||
{
|
|
||||||
void TriggerSignal(SignalState state);
|
|
||||||
}
|
|
||||||
|
|
||||||
public enum SignalState
|
namespace Content.Server.GameObjects.Components.MachineLinking
|
||||||
|
{
|
||||||
|
public interface ISignalReceiver<in T>
|
||||||
{
|
{
|
||||||
On,
|
void TriggerSignal(T signal);
|
||||||
Off,
|
|
||||||
Toggle
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
using Content.Shared.Interfaces;
|
using Content.Server.GameObjects.Components.MachineLinking.Signals;
|
||||||
|
using Content.Shared.Interfaces;
|
||||||
using Content.Shared.Interfaces.GameObjects.Components;
|
using Content.Shared.Interfaces.GameObjects.Components;
|
||||||
using Robust.Shared.GameObjects;
|
using Robust.Shared.GameObjects;
|
||||||
using Robust.Shared.Interfaces.GameObjects;
|
using Robust.Shared.Interfaces.GameObjects;
|
||||||
@@ -29,7 +30,7 @@ namespace Content.Server.GameObjects.Components.MachineLinking
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (transmitter.TransmitSignal(user, SignalState.Toggle))
|
if (transmitter.TransmitSignal(user, new ToggleSignal()))
|
||||||
{
|
{
|
||||||
// Since the button doesn't have an animation, I'm going to use a popup message
|
// Since the button doesn't have an animation, I'm going to use a popup message
|
||||||
Owner.PopupMessage(user, Loc.GetString("Click."));
|
Owner.PopupMessage(user, Loc.GetString("Click."));
|
||||||
|
|||||||
@@ -26,9 +26,9 @@ namespace Content.Server.GameObjects.Components.MachineLinking
|
|||||||
_transmitters = new List<SignalTransmitterComponent>();
|
_transmitters = new List<SignalTransmitterComponent>();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void DistributeSignal(SignalState state)
|
public void DistributeSignal<T>(T state)
|
||||||
{
|
{
|
||||||
foreach (var comp in Owner.GetAllComponents<ISignalReceiver>())
|
foreach (var comp in Owner.GetAllComponents<ISignalReceiver<T>>())
|
||||||
{
|
{
|
||||||
comp.TriggerSignal(state);
|
comp.TriggerSignal(state);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -52,7 +52,7 @@ namespace Content.Server.GameObjects.Components.MachineLinking
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
transmitter.TransmitSignal(user, _on ? SignalState.On : SignalState.Off);
|
transmitter.TransmitSignal(user, _on);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void UpdateSprite()
|
private void UpdateSprite()
|
||||||
|
|||||||
@@ -87,7 +87,7 @@ namespace Content.Server.GameObjects.Components.MachineLinking
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool TransmitSignal(IEntity user, SignalState state)
|
public bool TransmitSignal<T>(IEntity user, T signal)
|
||||||
{
|
{
|
||||||
if (_receivers.Count == 0)
|
if (_receivers.Count == 0)
|
||||||
{
|
{
|
||||||
@@ -102,7 +102,7 @@ namespace Content.Server.GameObjects.Components.MachineLinking
|
|||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
receiver.DistributeSignal(state);
|
receiver.DistributeSignal(signal);
|
||||||
}
|
}
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,4 @@
|
|||||||
|
namespace Content.Server.GameObjects.Components.MachineLinking.Signals
|
||||||
|
{
|
||||||
|
public struct ToggleSignal {}
|
||||||
|
}
|
||||||
@@ -3,6 +3,7 @@ using System.Threading.Tasks;
|
|||||||
using Content.Server.GameObjects.Components.GUI;
|
using Content.Server.GameObjects.Components.GUI;
|
||||||
using Content.Server.GameObjects.Components.Items.Storage;
|
using Content.Server.GameObjects.Components.Items.Storage;
|
||||||
using Content.Server.GameObjects.Components.MachineLinking;
|
using Content.Server.GameObjects.Components.MachineLinking;
|
||||||
|
using Content.Server.GameObjects.Components.MachineLinking.Signals;
|
||||||
using Content.Server.GameObjects.Components.Mobs;
|
using Content.Server.GameObjects.Components.Mobs;
|
||||||
using Content.Shared.Damage;
|
using Content.Shared.Damage;
|
||||||
using Content.Shared.GameObjects.Components.Damage;
|
using Content.Shared.GameObjects.Components.Damage;
|
||||||
@@ -28,7 +29,7 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
|
|||||||
/// Component that represents a wall light. It has a light bulb that can be replaced when broken.
|
/// Component that represents a wall light. It has a light bulb that can be replaced when broken.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
[RegisterComponent]
|
[RegisterComponent]
|
||||||
public class PoweredLightComponent : Component, IInteractHand, IInteractUsing, IMapInit, ISignalReceiver
|
public class PoweredLightComponent : Component, IInteractHand, IInteractUsing, IMapInit, ISignalReceiver<bool>, ISignalReceiver<ToggleSignal>
|
||||||
{
|
{
|
||||||
[Dependency] private IGameTiming _gameTiming = default!;
|
[Dependency] private IGameTiming _gameTiming = default!;
|
||||||
|
|
||||||
@@ -62,23 +63,6 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
|
|||||||
return InsertBulb(eventArgs.Using);
|
return InsertBulb(eventArgs.Using);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void TriggerSignal(SignalState state)
|
|
||||||
{
|
|
||||||
switch (state)
|
|
||||||
{
|
|
||||||
case SignalState.On:
|
|
||||||
_on = true;
|
|
||||||
break;
|
|
||||||
case SignalState.Off:
|
|
||||||
_on = false;
|
|
||||||
break;
|
|
||||||
case SignalState.Toggle:
|
|
||||||
_on = !_on;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
UpdateLight();
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool InteractHand(InteractHandEventArgs eventArgs)
|
public bool InteractHand(InteractHandEventArgs eventArgs)
|
||||||
{
|
{
|
||||||
if (!eventArgs.User.TryGetComponent(out IDamageableComponent damageableComponent))
|
if (!eventArgs.User.TryGetComponent(out IDamageableComponent damageableComponent))
|
||||||
@@ -252,5 +236,17 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
|
|||||||
var entity = Owner.EntityManager.SpawnEntity(prototype, Owner.Transform.Coordinates);
|
var entity = Owner.EntityManager.SpawnEntity(prototype, Owner.Transform.Coordinates);
|
||||||
_lightBulbContainer.Insert(entity);
|
_lightBulbContainer.Insert(entity);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void TriggerSignal(bool signal)
|
||||||
|
{
|
||||||
|
_on = signal;
|
||||||
|
UpdateLight();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void TriggerSignal(ToggleSignal signal)
|
||||||
|
{
|
||||||
|
_on = !_on;
|
||||||
|
UpdateLight();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
using Content.Shared.GameObjects.Components.Power;
|
using Content.Shared.GameObjects.Components.Power;
|
||||||
using Content.Shared.GameObjects.EntitySystems;
|
using Content.Shared.GameObjects.EntitySystems;
|
||||||
|
using Content.Shared.Utility;
|
||||||
using Robust.Server.GameObjects;
|
using Robust.Server.GameObjects;
|
||||||
using Robust.Shared.GameObjects;
|
using Robust.Shared.GameObjects;
|
||||||
using Robust.Shared.Localization;
|
using Robust.Shared.Localization;
|
||||||
@@ -45,10 +46,15 @@ namespace Content.Server.GameObjects.Components.Power
|
|||||||
{
|
{
|
||||||
if (Owner.TryGetComponent(out AppearanceComponent appearance))
|
if (Owner.TryGetComponent(out AppearanceComponent appearance))
|
||||||
{
|
{
|
||||||
appearance.SetData(PowerCellVisuals.ChargeLevel, CurrentCharge / MaxCharge);
|
appearance.SetData(PowerCellVisuals.ChargeLevel, GetLevel(CurrentCharge / MaxCharge));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private byte GetLevel(float fraction)
|
||||||
|
{
|
||||||
|
return (byte) ContentHelpers.RoundToNearestLevels(fraction, 1, SharedPowerCell.PowerCellVisualsLevels);
|
||||||
|
}
|
||||||
|
|
||||||
void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
|
void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
|
||||||
{
|
{
|
||||||
if(inDetailsRange)
|
if(inDetailsRange)
|
||||||
|
|||||||
@@ -3,6 +3,11 @@ using Robust.Shared.Serialization;
|
|||||||
|
|
||||||
namespace Content.Shared.GameObjects.Components.Power
|
namespace Content.Shared.GameObjects.Components.Power
|
||||||
{
|
{
|
||||||
|
public static class SharedPowerCell
|
||||||
|
{
|
||||||
|
public const int PowerCellVisualsLevels = 4;
|
||||||
|
}
|
||||||
|
|
||||||
[Serializable, NetSerializable]
|
[Serializable, NetSerializable]
|
||||||
public enum PowerCellVisuals
|
public enum PowerCellVisuals
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -11,18 +11,17 @@ namespace Content.Shared.GameObjects.Components
|
|||||||
|
|
||||||
protected abstract bool HasCell { get; }
|
protected abstract bool HasCell { get; }
|
||||||
|
|
||||||
|
protected const int StatusLevels = 6;
|
||||||
|
|
||||||
[Serializable, NetSerializable]
|
[Serializable, NetSerializable]
|
||||||
protected sealed class HandheldLightComponentState : ComponentState
|
protected sealed class HandheldLightComponentState : ComponentState
|
||||||
{
|
{
|
||||||
public HandheldLightComponentState(float? charge, bool hasCell) : base(ContentNetIDs.HANDHELD_LIGHT)
|
public byte? Charge { get; }
|
||||||
|
|
||||||
|
public HandheldLightComponentState(byte? charge) : base(ContentNetIDs.HANDHELD_LIGHT)
|
||||||
{
|
{
|
||||||
Charge = charge;
|
Charge = charge;
|
||||||
HasCell = hasCell;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public float? Charge { get; }
|
|
||||||
|
|
||||||
public bool HasCell { get; }
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Submodule RobustToolbox updated: 2f21a2551e...3c428a17a8
Reference in New Issue
Block a user