using Content.Shared.Interaction;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Buckle.Components;
[RegisterComponent, NetworkedComponent]
public sealed class BuckleComponent : Component
{
///
/// The range from which this entity can buckle to a .
///
[DataField("range")]
public float Range = SharedInteractionSystem.InteractionRange / 1.4f;
///
/// True if the entity is buckled, false otherwise.
///
public bool Buckled { get; set; }
public EntityUid? LastEntityBuckledTo { get; set; }
public bool DontCollide { get; set; }
///
/// The amount of time that must pass for this entity to
/// be able to unbuckle after recently buckling.
///
[DataField("delay")]
public TimeSpan UnbuckleDelay = TimeSpan.FromSeconds(0.25f);
///
/// The time that this entity buckled at.
///
[ViewVariables] public TimeSpan BuckleTime;
///
/// The strap that this component is buckled to.
///
[ViewVariables]
public StrapComponent? BuckledTo { get; set; }
///
/// The amount of space that this entity occupies in a
/// .
///
[DataField("size")]
public int Size = 100;
///
/// Used for client rendering
///
public int? OriginalDrawDepth { get; set; }
}
[Serializable, NetSerializable]
public sealed class BuckleComponentState : ComponentState
{
public BuckleComponentState(bool buckled, EntityUid? lastEntityBuckledTo, bool dontCollide)
{
Buckled = buckled;
LastEntityBuckledTo = lastEntityBuckledTo;
DontCollide = dontCollide;
}
public bool Buckled { get; }
public EntityUid? LastEntityBuckledTo { get; }
public bool DontCollide { get; }
}
public sealed class BuckleChangeEvent : EntityEventArgs
{
public EntityUid Strap;
public EntityUid BuckledEntity;
public bool Buckling;
}
[Serializable, NetSerializable]
public enum BuckleVisuals
{
Buckled
}