* Fix this fug oksure Creates the initial species component, damage states, and threshold templates and hooks them into the damageable component * More rebase fixes * test * Pre future rebase * Please * Lol * Lol2 * SHADERS * Update Engine * yml file * Fix an initialization issue, injects dependencies * Fix error in loading shaders * Makes a master character ui controller component added upon client attachment to entity and remove upon client detachment from entity * Fixes just about everytrhing * Address PJB's comments * geeze * Make overlays work in worldspace instead of screen space and not cover user interfaces * update submodule
62 lines
1.6 KiB
C#
62 lines
1.6 KiB
C#
using Content.Shared.GameObjects;
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using System;
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namespace Content.Server.GameObjects
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{
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/// <summary>
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/// Triggers an event when values rise above or drop below this threshold
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/// </summary>
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public struct DamageThreshold
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{
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public DamageType DamageType { get; }
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public int Value { get; }
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public ThresholdType ThresholdType { get; }
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public DamageThreshold(DamageType damageType, int value, ThresholdType thresholdType)
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{
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DamageType = damageType;
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Value = value;
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ThresholdType = thresholdType;
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}
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public override bool Equals(Object obj)
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{
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return obj is DamageThreshold && this == (DamageThreshold)obj;
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}
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public override int GetHashCode()
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{
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return DamageType.GetHashCode() ^ Value.GetHashCode();
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}
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public static bool operator ==(DamageThreshold x, DamageThreshold y)
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{
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return x.DamageType == y.DamageType && x.Value == y.Value;
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}
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public static bool operator !=(DamageThreshold x, DamageThreshold y)
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{
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return !(x == y);
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}
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}
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public enum ThresholdType
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{
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None,
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Destruction,
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Death,
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Critical,
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HUDUpdate
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}
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public class DamageThresholdPassedEventArgs : EventArgs
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{
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public DamageThreshold DamageThreshold { get; }
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public bool Passed { get; }
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public DamageThresholdPassedEventArgs(DamageThreshold threshold, bool passed)
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{
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DamageThreshold = threshold;
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Passed = passed;
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}
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}
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}
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