Change all of body system to use entities and components (#2074)
* Early commit * Early commit 2 * merging master broke my git * does anyone even read these * life is fleeting * it just works * this time passing integration tests * Remove hashset yaml serialization for now * You got a license for those nullables? * No examine, no context menu, part and mechanism parenting and visibility * Fix wrong brain sprite state * Removing layers was a mistake * just tear body system a new one and see if it still breathes * Remove redundant code * Add that comment back * Separate damage and body, component states, stomach rework * Add containers for body parts * Bring layers back pls * Fix parts magically changing color * Reimplement sprite layer visibility * Fix tests * Add leg test * Active legs is gone Crab rave * Merge fixes, rename DamageState to CurrentState * Remove IShowContextMenu and ICanExamine
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#nullable enable
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Body.Behavior
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{
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public abstract class SharedLungBehaviorComponent : MechanismBehaviorComponent
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{
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public override string Name => "Lung";
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[ViewVariables] public abstract float Temperature { get; }
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[ViewVariables] public abstract float Volume { get; }
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[ViewVariables] public LungStatus Status { get; set; }
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[ViewVariables] public float CycleDelay { get; set; }
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, l => l.CycleDelay, "cycleDelay", 2);
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}
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public abstract void Inhale(float frameTime);
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public abstract void Exhale(float frameTime);
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public abstract void Gasp();
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}
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public enum LungStatus
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{
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None = 0,
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Inhaling,
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Exhaling
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}
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}
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