Files
tbd-station-14/Content.Shared/Trigger/Components/Effects/AnchorOnTriggerComponent.cs
2025-08-03 21:20:37 +02:00

35 lines
1.1 KiB
C#

using Robust.Shared.GameStates;
namespace Content.Shared.Trigger.Components.Effects;
/// <summary>
/// Will (un)anchor the entity when triggered.
/// If TargetUser is true they will be (un)anchored instead.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class AnchorOnTriggerComponent : BaseXOnTriggerComponent
{
/// <summary>
/// Anchor the entity on trigger if it is currently unanchored?
/// </summary>
[DataField, AutoNetworkedField]
public bool CanAnchor = true;
/// <summary>
/// Unanchor the entity on trigger if it is currently anchored?
/// If both this and CanAnchor are true then the trigger will toggle between states.
/// </summary>
[DataField, AutoNetworkedField]
public bool CanUnanchor = false;
/// <summary>
/// Removes this component when triggered so it can only be activated once.
/// </summary>
/// <remarks>
/// TODO: Make this a generic thing for all triggers.
/// Or just add a RemoveComponentsOnTriggerComponent.
/// </remarks>
[DataField, AutoNetworkedField]
public bool RemoveOnTrigger = true;
}