* Add nullable to some Content.Shared files. * Use [NotNullWhen(true)] * Undo adding now redundant !'s * Forgot one * Add a ton more nullable * You can guess * Fix some issues * It actually compiles now * Auto stash before merge of "null2" and "origin/master" * I lied * enable annotations -> enable * Revert ActionBlockerSystem.cs to original * Fix ActionBlockerSystem.cs * More nullable * Undo some added exclamation marks * Fix issues * Update Content.Shared/Maps/ContentTileDefinition.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Resolve some issues * Remove unused method * Fix more issues * Fix more issues * Fix more issues * Fix more issues * Fix issue, rollback SharedGhostComponent.cs * Update submodule * Fix issue, invert some if-statements to reduce nesting * Revert RobustToolbox * FIx things broken by merge * Some fixes - Replaced with string.Empty - Remove some exclamation marks - Revert file * Some fixes * Trivial #nullable enable * Fix null ables Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
74 lines
1.7 KiB
C#
74 lines
1.7 KiB
C#
#nullable enable
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Gravity
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{
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public class SharedGravityGeneratorComponent : Component
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{
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public override string Name => "GravityGenerator";
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public override uint? NetID => ContentNetIDs.GRAVITY_GENERATOR;
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/// <summary>
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/// Sent to the server to set whether the generator should be on or off
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/// </summary>
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[Serializable, NetSerializable]
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public class SwitchGeneratorMessage : BoundUserInterfaceMessage
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{
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public bool On;
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public SwitchGeneratorMessage(bool on)
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{
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On = on;
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}
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}
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/// <summary>
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/// Sent to the server when requesting the status of the generator
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/// </summary>
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[Serializable, NetSerializable]
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public class GeneratorStatusRequestMessage : BoundUserInterfaceMessage
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{
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public GeneratorStatusRequestMessage()
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{
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}
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}
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[Serializable, NetSerializable]
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public class GeneratorState : BoundUserInterfaceState
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{
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public bool On;
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public GeneratorState(bool on)
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{
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On = on;
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}
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}
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[Serializable, NetSerializable]
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public enum GravityGeneratorUiKey
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{
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Key
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}
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}
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[Serializable, NetSerializable]
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public enum GravityGeneratorVisuals
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{
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State,
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CoreVisible
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}
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[Serializable, NetSerializable]
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public enum GravityGeneratorStatus
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{
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Broken,
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Unpowered,
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Off,
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On
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}
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}
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