52 lines
1.6 KiB
C#
52 lines
1.6 KiB
C#
using System;
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using Content.Shared.Sound;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Standing
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{
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[Friend(typeof(StandingStateSystem))]
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[RegisterComponent, NetworkedComponent]
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public sealed class StandingStateComponent : Component
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{
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("downSoundCollection")]
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public SoundSpecifier DownSoundCollection { get; } = new SoundCollectionSpecifier("BodyFall");
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[DataField("standing")]
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public bool Standing { get; set; } = true;
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/// <summary>
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/// List of fixtures that had vault-impassable prior to an entity being downed. Required when re-adding the
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/// collision mask.
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/// </summary>
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[DataField("vaultImpassableFixtures")]
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public List<string> VaultImpassableFixtures = new();
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public override ComponentState GetComponentState()
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{
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return new StandingComponentState(Standing);
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (curState is not StandingComponentState state) return;
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Standing = state.Standing;
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}
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// I'm not calling it StandingStateComponentState
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[Serializable, NetSerializable]
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private sealed class StandingComponentState : ComponentState
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{
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public bool Standing { get; }
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public StandingComponentState(bool standing)
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{
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Standing = standing;
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}
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}
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}
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}
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