* 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>
59 lines
1.6 KiB
C#
59 lines
1.6 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.Maths;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.Friction
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{
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[RegisterComponent]
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public class SharedTileFrictionModifier : Component
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{
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public override string Name => "TileFrictionModifier";
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/// <summary>
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/// Multiply the tilefriction cvar by this to get the body's actual tilefriction.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float Modifier
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{
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get => _modifier;
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set
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{
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if (MathHelper.CloseTo(_modifier, value)) return;
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_modifier = value;
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}
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}
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[DataField("modifier")]
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private float _modifier = 1.0f;
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public override ComponentState GetComponentState(ICommonSession session)
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{
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return new TileFrictionComponentState(_modifier);
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (curState is not TileFrictionComponentState tileState) return;
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_modifier = tileState.Modifier;
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}
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[NetSerializable, Serializable]
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protected class TileFrictionComponentState : ComponentState
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{
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public float Modifier;
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public TileFrictionComponentState(float modifier)
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{
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Modifier = modifier;
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}
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}
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}
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}
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