* lewd * A * Realtime * Sleepy dork * Draw radar position * Accurate infiltrator * experiments * Better drawing * Labels * I need aan adult * Cleanup * Show toggles * display I guess * A * fix * fix * cleanupsies * Bit more polish * Make sure mass scanners actually work * Remove dummy state * fren * opposite * aghost crash * comment * What's in a name * woops * Show docking ports * Dock highlighting * Drawing dock * Shitty docks * Lots of docking drawing * Autodock working * dork * More graceful shutdown * zoomies * Lines and distance change * revert * Good enough * cleanup * Fix default range * Dock UI and loc update * Update on undock * Loc fixes
46 lines
1.4 KiB
C#
46 lines
1.4 KiB
C#
using Content.Shared.Shuttles.Components;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Shuttles.Systems;
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public abstract class SharedRadarConsoleSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RadarConsoleComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<RadarConsoleComponent, ComponentHandleState>(OnHandleState);
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}
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private void OnHandleState(EntityUid uid, RadarConsoleComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not RadarConsoleComponentState state) return;
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component.MaxRange = state.Range;
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}
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private void OnGetState(EntityUid uid, RadarConsoleComponent component, ref ComponentGetState args)
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{
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args.State = new RadarConsoleComponentState()
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{
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Range = component.MaxRange
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};
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}
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protected virtual void UpdateState(RadarConsoleComponent component) {}
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public void SetRange(RadarConsoleComponent component, float value)
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{
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if (component.MaxRange.Equals(value)) return;
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component.MaxRange = value;
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Dirty(component);
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UpdateState(component);
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}
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[Serializable, NetSerializable]
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protected sealed class RadarConsoleComponentState : ComponentState
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{
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public float Range;
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}
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}
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