32 lines
1.1 KiB
C#
32 lines
1.1 KiB
C#
using Content.Shared.Whitelist;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Placeable;
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/// <summary>
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/// Detects items placed on it that match a whitelist.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(ItemPlacerSystem))]
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public sealed partial class ItemPlacerComponent : Component
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{
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/// <summary>
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/// The entities that are currently on top of the placer.
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/// Guaranteed to have less than <see cref="MaxEntities"/> enitites if it is set.
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/// <summary>
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[DataField("placedEntities"), AutoNetworkedField]
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public HashSet<EntityUid> PlacedEntities = new();
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/// <summary>
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/// Whitelist for entities that can be placed.
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/// </summary>
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[DataField("whitelist"), ViewVariables(VVAccess.ReadWrite)]
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public EntityWhitelist? Whitelist;
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/// <summary>
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/// The max amount of entities that can be placed at the same time.
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/// If 0, there is no limit.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("maxEntities"), AutoNetworkedField]
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public uint MaxEntities = 1;
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}
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