#nullable enable
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Serialization;
using System.Collections.Generic;
namespace Content.Client.GameObjects.Components
{
///
/// Spawns a set of entities on the client only, and removes them when this component is removed.
///
[RegisterComponent]
public class ClientEntitySpawnerComponent : Component
{
public override string Name => "ClientEntitySpawner";
private List _prototypes = default!;
private List _entity = new();
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _prototypes, "prototypes", new List { "HVDummyWire" });
}
public override void Initialize()
{
base.Initialize();
SpawnEntities();
}
public override void OnRemove()
{
RemoveEntities();
base.OnRemove();
}
private void SpawnEntities()
{
foreach (var proto in _prototypes)
{
var entity = Owner.EntityManager.SpawnEntity(proto, Owner.Transform.Coordinates);
_entity.Add(entity);
}
}
private void RemoveEntities()
{
foreach (var entity in _entity)
{
Owner.EntityManager.DeleteEntity(entity);
}
}
}
}