* Add nullable to some Content.Shared files. * Use [NotNullWhen(true)] * Undo adding now redundant !'s * Forgot one * Add a ton more nullable * You can guess * Fix some issues * It actually compiles now * Auto stash before merge of "null2" and "origin/master" * I lied * enable annotations -> enable * Revert ActionBlockerSystem.cs to original * Fix ActionBlockerSystem.cs * More nullable * Undo some added exclamation marks * Fix issues * Update Content.Shared/Maps/ContentTileDefinition.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Resolve some issues * Remove unused method * Fix more issues * Fix more issues * Fix more issues * Fix more issues * Fix issue, rollback SharedGhostComponent.cs * Update submodule * Fix issue, invert some if-statements to reduce nesting * Revert RobustToolbox * FIx things broken by merge * Some fixes - Replaced with string.Empty - Remove some exclamation marks - Revert file * Some fixes * Trivial #nullable enable * Fix null ables Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
127 lines
3.8 KiB
C#
127 lines
3.8 KiB
C#
#nullable enable
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components
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{
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[NetSerializable, Serializable]
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public enum ParticleAcceleratorVisuals
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{
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VisualState
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}
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[NetSerializable, Serializable]
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public enum ParticleAcceleratorVisualState
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{
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//Open, //no prefix
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//Wired, //w prefix
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Unpowered, //c prefix
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Powered, //p prefix
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Level0, //0 prefix
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Level1, //1 prefix
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Level2, //2 prefix
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Level3 //3 prefix
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}
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[NetSerializable, Serializable]
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public enum ParticleAcceleratorPowerState
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{
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Standby = ParticleAcceleratorVisualState.Powered,
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Level0 = ParticleAcceleratorVisualState.Level0,
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Level1 = ParticleAcceleratorVisualState.Level1,
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Level2 = ParticleAcceleratorVisualState.Level2,
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Level3 = ParticleAcceleratorVisualState.Level3
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}
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public enum ParticleAcceleratorVisualLayers
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{
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Base,
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Unlit
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}
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[Serializable, NetSerializable]
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public enum ParticleAcceleratorWireStatus
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{
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Power,
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Keyboard,
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Limiter,
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Strength,
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}
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[NetSerializable, Serializable]
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public class ParticleAcceleratorUIState : BoundUserInterfaceState
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{
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public bool Assembled;
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public bool Enabled;
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public ParticleAcceleratorPowerState State;
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public int PowerDraw;
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public int PowerReceive;
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//dont need a bool for the controlbox because... this is sent to the controlbox :D
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public bool EmitterLeftExists;
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public bool EmitterCenterExists;
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public bool EmitterRightExists;
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public bool PowerBoxExists;
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public bool FuelChamberExists;
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public bool EndCapExists;
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public bool InterfaceBlock;
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public ParticleAcceleratorPowerState MaxLevel;
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public bool WirePowerBlock;
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public ParticleAcceleratorUIState(bool assembled, bool enabled, ParticleAcceleratorPowerState state, int powerReceive, int powerDraw, bool emitterLeftExists, bool emitterCenterExists, bool emitterRightExists, bool powerBoxExists, bool fuelChamberExists, bool endCapExists, bool interfaceBlock, ParticleAcceleratorPowerState maxLevel, bool wirePowerBlock)
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{
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Assembled = assembled;
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Enabled = enabled;
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State = state;
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PowerDraw = powerDraw;
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PowerReceive = powerReceive;
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EmitterLeftExists = emitterLeftExists;
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EmitterCenterExists = emitterCenterExists;
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EmitterRightExists = emitterRightExists;
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PowerBoxExists = powerBoxExists;
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FuelChamberExists = fuelChamberExists;
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EndCapExists = endCapExists;
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InterfaceBlock = interfaceBlock;
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MaxLevel = maxLevel;
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WirePowerBlock = wirePowerBlock;
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}
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}
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[NetSerializable, Serializable]
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public class ParticleAcceleratorSetEnableMessage : BoundUserInterfaceMessage
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{
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public readonly bool Enabled;
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public ParticleAcceleratorSetEnableMessage(bool enabled)
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{
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Enabled = enabled;
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}
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}
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[NetSerializable, Serializable]
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public class ParticleAcceleratorRescanPartsMessage : BoundUserInterfaceMessage
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{
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public ParticleAcceleratorRescanPartsMessage()
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{
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}
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}
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[NetSerializable, Serializable]
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public class ParticleAcceleratorSetPowerStateMessage : BoundUserInterfaceMessage
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{
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public readonly ParticleAcceleratorPowerState State;
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public ParticleAcceleratorSetPowerStateMessage(ParticleAcceleratorPowerState state)
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{
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State = state;
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}
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}
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[NetSerializable, Serializable]
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public enum ParticleAcceleratorControlBoxUiKey
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{
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Key
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}
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}
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