* 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>
46 lines
1014 B
C#
46 lines
1014 B
C#
#nullable enable
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using System;
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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.Light.Component
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{
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[NetworkedComponent()]
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public abstract class SharedHandheldLightComponent : Robust.Shared.GameObjects.Component
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{
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public sealed override string Name => "HandheldLight";
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protected abstract bool HasCell { get; }
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protected const int StatusLevels = 6;
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[Serializable, NetSerializable]
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protected sealed class HandheldLightComponentState : ComponentState
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{
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public byte? Charge { get; }
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public HandheldLightComponentState(byte? charge)
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{
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Charge = charge;
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}
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}
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}
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[Serializable, NetSerializable]
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public enum HandheldLightVisuals
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{
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Power
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}
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[Serializable, NetSerializable]
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public enum HandheldLightPowerStates
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{
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FullPower,
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LowPower,
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Dying,
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}
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}
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