45 lines
1.4 KiB
C#
45 lines
1.4 KiB
C#
using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Recycling.Components
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{
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[RegisterComponent]
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public class RecyclableComponent : Component
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{
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public override string Name => "Recyclable";
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/// <summary>
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/// The prototype that will be spawned on recycle.
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/// </summary>
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[DataField("prototype")] private string? _prototype;
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/// <summary>
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/// The amount of things that will be spawned on recycle.
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/// </summary>
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[DataField("amount")] private int _amount = 1;
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/// <summary>
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/// Whether this is "safe" to recycle or not.
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/// If this is false, the recycler's safety must be disabled to recycle it.
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/// </summary>
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[DataField("safe")]
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public bool Safe { get; set; } = true;
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public void Recycle(float efficiency = 1f)
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{
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if(!string.IsNullOrEmpty(_prototype))
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{
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for (var i = 0; i < Math.Max(_amount * efficiency, 1); i++)
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{
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IoCManager.Resolve<IEntityManager>().SpawnEntity(_prototype, IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(Owner).Coordinates);
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}
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}
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IoCManager.Resolve<IEntityManager>().QueueDeleteEntity(Owner);
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}
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}
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}
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