* 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
66 lines
2.0 KiB
C#
66 lines
2.0 KiB
C#
using System;
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using System.Collections.Generic;
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using SS14.Shared.GameObjects;
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using SS14.Shared.Log;
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using SS14.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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using Content.Server.Interfaces;
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using Content.Shared.GameObjects;
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using SS14.Shared.Serialization;
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using SS14.Shared.ViewVariables;
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namespace Content.Server.GameObjects
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{
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/// <summary>
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/// Deletes the entity once a certain damage threshold has been reached.
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/// </summary>
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public class DestructibleComponent : Component, IOnDamageBehavior
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{
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/// <inheritdoc />
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public override string Name => "Destructible";
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/// <inheritdoc />
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public override uint? NetID => ContentNetIDs.DESTRUCTIBLE;
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/// <summary>
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/// Damage threshold calculated from the values
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/// given in the prototype declaration.
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/// </summary>
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[ViewVariables]
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public DamageThreshold Threshold { get; private set; }
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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// TODO: Writing
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if (serializer.Reading)
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{
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DamageType damageType = DamageType.Total;
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int damageValue = 0;
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serializer.DataReadFunction("thresholdtype", DamageType.Total, type => damageType = type);
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serializer.DataReadFunction("thresholdvalue", 0, val => damageValue = val);
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Threshold = new DamageThreshold(damageType, damageValue, ThresholdType.Destruction);
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}
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}
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/// <inheritdoc />
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public List<DamageThreshold> GetAllDamageThresholds()
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{
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return new List<DamageThreshold>() { Threshold };
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}
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/// <inheritdoc />
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public void OnDamageThresholdPassed(object obj, DamageThresholdPassedEventArgs e)
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{
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if (e.Passed && e.DamageThreshold == Threshold)
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{
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Owner.EntityManager.DeleteEntity(Owner);
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}
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}
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}
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}
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