using System.Collections.Generic;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Client.Spawners
{
///
/// 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";
[DataField("prototypes")] private List _prototypes = new() { "HVDummyWire" };
private readonly List _entity = new();
protected override void Initialize()
{
base.Initialize();
SpawnEntities();
}
protected override void OnRemove()
{
RemoveEntities();
base.OnRemove();
}
private void SpawnEntities()
{
foreach (var proto in _prototypes)
{
var entity = IoCManager.Resolve().SpawnEntity(proto, IoCManager.Resolve().GetComponent(Owner.Uid).Coordinates);
_entity.Add(entity);
}
}
private void RemoveEntities()
{
foreach (var entity in _entity)
{
IoCManager.Resolve().DeleteEntity(entity);
}
}
}
}