using Content.Server.GameObjects.EntitySystems.Click; using Content.Shared.Construction; using Content.Shared.GameObjects.EntitySystems; using Robust.Shared.GameObjects; using Robust.Shared.GameObjects.Systems; using Robust.Shared.IoC; using Robust.Shared.Localization; using Robust.Shared.Serialization; using Robust.Shared.Utility; using Robust.Shared.ViewVariables; namespace Content.Server.GameObjects.Components.Construction { /// /// Holds data about an entity that is in the process of being constructed or destructed. /// [RegisterComponent] public class ConstructionComponent : Component, IExamine { #pragma warning disable 649 [Dependency] private readonly ILocalizationManager _loc; #pragma warning restore 649 /// public override string Name => "Construction"; /// /// The current construction recipe being used to build this entity. /// [ViewVariables] public ConstructionPrototype Prototype { get; set; } /// /// The current stage of construction. /// [ViewVariables] public int Stage { get; set; } /// public override void ExposeData(ObjectSerializer serializer) { base.ExposeData(serializer); serializer.DataReadWriteFunction("prototype", null, value => Prototype = value, () => Prototype); serializer.DataReadWriteFunction("stage", 0, value => Stage = value, () => Stage); } void IExamine.Examine(FormattedMessage message, bool inDetailsRange) { EntitySystem.Get().DoExamine(message, Prototype, Stage, inDetailsRange); } } }