Files
tbd-station-14/Content.Shared/Gravity/SharedGravityGeneratorComponent.cs
Acruid 59e5cc5e3c Remove Static Component NetIds (#4247)
* 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>
2021-07-12 10:32:10 +02:00

74 lines
1.7 KiB
C#

#nullable enable
using System;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Gravity
{
[NetworkedComponent()]
public class SharedGravityGeneratorComponent : Component
{
public override string Name => "GravityGenerator";
/// <summary>
/// Sent to the server to set whether the generator should be on or off
/// </summary>
[Serializable, NetSerializable]
public class SwitchGeneratorMessage : BoundUserInterfaceMessage
{
public bool On;
public SwitchGeneratorMessage(bool on)
{
On = on;
}
}
/// <summary>
/// Sent to the server when requesting the status of the generator
/// </summary>
[Serializable, NetSerializable]
public class GeneratorStatusRequestMessage : BoundUserInterfaceMessage
{
public GeneratorStatusRequestMessage()
{
}
}
[Serializable, NetSerializable]
public class GeneratorState : BoundUserInterfaceState
{
public bool On;
public GeneratorState(bool on)
{
On = on;
}
}
[Serializable, NetSerializable]
public enum GravityGeneratorUiKey
{
Key
}
}
[Serializable, NetSerializable]
public enum GravityGeneratorVisuals
{
State,
CoreVisible
}
[Serializable, NetSerializable]
public enum GravityGeneratorStatus
{
Broken,
Unpowered,
Off,
On
}
}