40 lines
1.1 KiB
C#
40 lines
1.1 KiB
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Fluids;
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public abstract class SharedMoppingSystem : 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<AbsorbentComponent, ComponentGetState>(OnAbsorbentGetState);
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SubscribeLocalEvent<AbsorbentComponent, ComponentHandleState>(OnAbsorbentHandleState);
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}
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private void OnAbsorbentHandleState(EntityUid uid, AbsorbentComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not AbsorbentComponentState state)
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return;
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if (component.Progress.Equals(state.Progress))
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return;
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component.Progress = state.Progress;
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}
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private void OnAbsorbentGetState(EntityUid uid, AbsorbentComponent component, ref ComponentGetState args)
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{
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args.State = new AbsorbentComponentState()
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{
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Progress = component.Progress,
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};
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}
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[Serializable, NetSerializable]
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protected sealed class AbsorbentComponentState : ComponentState
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{
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public float Progress;
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}
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}
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