Files
tbd-station-14/Content.Server/Weapon/Ranged/Ammunition/Components/RangedMagazineComponent.cs
2022-02-16 18:23:23 +11:00

40 lines
1.5 KiB
C#

using System.Collections.Generic;
using Content.Server.Weapon.Ranged.Barrels.Components;
using Content.Shared.Popups;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Weapon.Ranged.Ammunition.Components
{
[RegisterComponent]
public sealed class RangedMagazineComponent : Component
{
public readonly Stack<EntityUid> SpawnedAmmo = new();
public Container AmmoContainer = default!;
public int ShotsLeft => SpawnedAmmo.Count + UnspawnedCount;
public int Capacity => _capacity;
[DataField("capacity")]
private int _capacity = 20;
public MagazineType MagazineType => _magazineType;
[DataField("magazineType")]
private MagazineType _magazineType = MagazineType.Unspecified;
public BallisticCaliber Caliber => _caliber;
[DataField("caliber")]
private BallisticCaliber _caliber = BallisticCaliber.Unspecified;
// If there's anything already in the magazine
[DataField("fillPrototype", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
public string? FillPrototype;
// By default the magazine won't spawn the entity until needed so we need to keep track of how many left we can spawn
// Generally you probablt don't want to use this
public int UnspawnedCount;
}
}