66 lines
1.9 KiB
C#
66 lines
1.9 KiB
C#
using Content.Shared.Containers.ItemSlots;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Cabinet;
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/// <summary>
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/// Used for entities that can be opened, closed, and can hold one item. E.g., fire extinguisher cabinets.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed class ItemCabinetComponent : Component
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{
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/// <summary>
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/// Sound to be played when the cabinet door is opened.
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/// </summary>
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[DataField("doorSound"), ViewVariables(VVAccess.ReadWrite)]
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public SoundSpecifier? DoorSound;
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/// <summary>
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/// The <see cref="ItemSlot"/> that stores the actual item. The entity whitelist, sounds, and other
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/// behaviours are specified by this <see cref="ItemSlot"/> definition.
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/// </summary>
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[DataField("cabinetSlot"), ViewVariables]
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public ItemSlot CabinetSlot = new();
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/// <summary>
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/// Whether the cabinet is currently open or not.
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/// </summary>
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[DataField("opened")]
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public bool Opened;
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/// <summary>
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/// The state for when the cabinet is open
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/// </summary>
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[DataField("openState"), ViewVariables(VVAccess.ReadWrite)]
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public string? OpenState;
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/// <summary>
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/// The state for when the cabinet is closed
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/// </summary>
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[DataField("closedState"), ViewVariables(VVAccess.ReadWrite)]
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public string? ClosedState;
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}
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[Serializable, NetSerializable]
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public sealed class ItemCabinetComponentState : ComponentState
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{
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public SoundSpecifier? DoorSound;
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public bool Opened;
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public string? OpenState;
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public string? ClosedState;
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public ItemCabinetComponentState(SoundSpecifier? doorSound, bool opened, string? openState, string? closedState)
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{
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DoorSound = doorSound;
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Opened = opened;
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OpenState = openState;
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ClosedState = closedState;
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}
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}
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