* Remove the unnecessary NetID property from ComponentState. * Remove Component.NetworkSynchronizeExistence. * Removed Component.NetID. * Adds component netID automatic generation. * Removed NetIdAttribute from serverside components with no corresponding clientside registration. * Completely remove static NetIds. * Renamed NetIDAttribute to NetworkedComponentAttribute. * Add GenerateNetIds calls to client and server entry points. Add test to make sure auto generated NetIds are identical. * Component changes when rebasing that I am too lazy to rewrite into the branch. Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
43 lines
1.2 KiB
C#
43 lines
1.2 KiB
C#
#nullable enable
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using System;
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using Content.Shared.Chemistry.Reagent;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Chemistry.Components
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{
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/// <summary>
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/// Shared class for injectors & syringes
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/// </summary>
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[NetworkedComponent()]
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public class SharedInjectorComponent : Component
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{
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public override string Name => "Injector";
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/// <summary>
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/// Component data used for net updates. Used by client for item status ui
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/// </summary>
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[Serializable, NetSerializable]
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protected sealed class InjectorComponentState : ComponentState
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{
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public ReagentUnit CurrentVolume { get; }
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public ReagentUnit TotalVolume { get; }
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public InjectorToggleMode CurrentMode { get; }
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public InjectorComponentState(ReagentUnit currentVolume, ReagentUnit totalVolume, InjectorToggleMode currentMode)
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{
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CurrentVolume = currentVolume;
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TotalVolume = totalVolume;
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CurrentMode = currentMode;
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}
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}
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public enum InjectorToggleMode
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{
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Inject,
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Draw
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}
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}
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}
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