Files
tbd-station-14/Content.Shared/StepTrigger/Components/StepTriggerComponent.cs

62 lines
1.9 KiB
C#

using Content.Shared.StepTrigger.Systems;
using Content.Shared.Whitelist;
using Robust.Shared.GameStates;
namespace Content.Shared.StepTrigger.Components;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
[Access(typeof(StepTriggerSystem))]
public sealed partial class StepTriggerComponent : Component
{
/// <summary>
/// List of entities that are currently colliding with the entity.
/// </summary>
[ViewVariables, AutoNetworkedField]
public HashSet<EntityUid> Colliding = new();
/// <summary>
/// The list of entities that are standing on this entity,
/// which shouldn't be able to trigger it again until stepping off.
/// </summary>
[ViewVariables, AutoNetworkedField]
public HashSet<EntityUid> CurrentlySteppedOn = new();
/// <summary>
/// Whether or not this component will currently try to trigger for entities.
/// </summary>
[DataField, AutoNetworkedField]
public bool Active = true;
/// <summary>
/// Ratio of shape intersection for a trigger to occur.
/// </summary>
[DataField, AutoNetworkedField]
public float IntersectRatio = 0.3f;
/// <summary>
/// Entities will only be triggered if their speed exceeds this limit.
/// </summary>
[DataField, AutoNetworkedField]
public float RequiredTriggeredSpeed = 3.5f;
/// <summary>
/// If any entities occupy the blacklist on the same tile then steptrigger won't work.
/// </summary>
[DataField]
public EntityWhitelist? Blacklist;
/// <summary>
/// If this is true, steptrigger will still occur on entities that are in air / weightless. They do not
/// by default.
/// </summary>
[DataField]
public bool IgnoreWeightless;
}
[RegisterComponent]
[Access(typeof(StepTriggerSystem))]
public sealed partial class StepTriggerActiveComponent : Component
{
}