Hugging yourself no longer allowed (#8103)
!1984. I want to hug the other person damnit.
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@@ -3,65 +3,64 @@ using Content.Shared.Sound;
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namespace Content.Server.Interaction.Components;
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[RegisterComponent, Friend(typeof(InteractionPopupSystem))]
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public sealed class InteractionPopupComponent : Component
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{
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/// <summary>
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/// Time delay between interactions to avoid spam.
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/// </summary>
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[DataField("interactDelay")]
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan InteractDelay = TimeSpan.FromSeconds(1.0);
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public sealed class InteractionPopupComponent : Component
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{
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/// <summary>
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/// Time delay between interactions to avoid spam.
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/// </summary>
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[DataField("interactDelay")]
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan InteractDelay = TimeSpan.FromSeconds(1.0);
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/// <summary>
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/// String will be used to fetch the localized message to be played if the interaction succeeds.
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/// Nullable in case none is specified on the yaml prototype.
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/// </summary>
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[DataField("interactSuccessString")]
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public string? InteractSuccessString;
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/// <summary>
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/// String will be used to fetch the localized message to be played if the interaction succeeds.
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/// Nullable in case none is specified on the yaml prototype.
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/// </summary>
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[DataField("interactSuccessString")]
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public string? InteractSuccessString;
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/// <summary>
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/// String will be used to fetch the localized message to be played if the interaction fails.
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/// Nullable in case no message is specified on the yaml prototype.
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/// </summary>
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[DataField("interactFailureString")]
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public string? InteractFailureString;
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/// <summary>
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/// String will be used to fetch the localized message to be played if the interaction fails.
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/// Nullable in case no message is specified on the yaml prototype.
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/// </summary>
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[DataField("interactFailureString")]
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public string? InteractFailureString;
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/// <summary>
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/// Sound effect to be played when the interaction succeeds.
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/// Nullable in case no path is specified on the yaml prototype.
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/// </summary>
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[DataField("interactSuccessSound")]
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public SoundSpecifier? InteractSuccessSound;
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/// <summary>
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/// Sound effect to be played when the interaction succeeds.
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/// Nullable in case no path is specified on the yaml prototype.
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/// </summary>
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[DataField("interactSuccessSound")]
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public SoundSpecifier? InteractSuccessSound;
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/// <summary>
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/// Sound effect to be played when the interaction fails.
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/// Nullable in case no path is specified on the yaml prototype.
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/// </summary>
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[DataField("interactFailureSound")]
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public SoundSpecifier? InteractFailureSound;
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/// <summary>
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/// Sound effect to be played when the interaction fails.
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/// Nullable in case no path is specified on the yaml prototype.
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/// </summary>
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[DataField("interactFailureSound")]
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public SoundSpecifier? InteractFailureSound;
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/// <summary>
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/// Chance that an interaction attempt will succeed.
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/// 1 = always play "success" popup and sound.
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/// 0.5 = 50% chance to play either success or failure popup and sound.
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/// 0 = always play "failure" popup and sound.
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/// </summary>
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[DataField("successChance")]
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public float SuccessChance = 1.0f; // Always succeed, unless specified otherwise on the yaml prototype.
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/// <summary>
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/// Chance that an interaction attempt will succeed.
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/// 1 = always play "success" popup and sound.
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/// 0.5 = 50% chance to play either success or failure popup and sound.
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/// 0 = always play "failure" popup and sound.
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/// </summary>
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[DataField("successChance")]
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public float SuccessChance = 1.0f; // Always succeed, unless specified otherwise on the yaml prototype.
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/// <summary>
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/// If set, shows a message to all surrounding players but NOT the current player.
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/// </summary>
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[DataField("messagePerceivedByOthers")]
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public string? MessagePerceivedByOthers;
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/// <summary>
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/// If set, shows a message to all surrounding players but NOT the current player.
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/// </summary>
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[DataField("messagePerceivedByOthers")]
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public string? MessagePerceivedByOthers;
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/// <summary>
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/// Will the sound effect be perceived by entities not involved in the interaction?
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/// </summary>
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[DataField("soundPerceivedByOthers")]
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public bool SoundPerceivedByOthers = true;
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/// <summary>
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/// Will the sound effect be perceived by entities not involved in the interaction?
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/// </summary>
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[DataField("soundPerceivedByOthers")]
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public bool SoundPerceivedByOthers = true;
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan LastInteractTime;
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan LastInteractTime;
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}
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