* 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>
34 lines
1010 B
C#
34 lines
1010 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.Maths;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Placeable
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{
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[NetworkedComponent()]
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public abstract class SharedPlaceableSurfaceComponent : Component
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{
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public override string Name => "PlaceableSurface";
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public virtual bool IsPlaceable { get; set; }
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public virtual bool PlaceCentered { get; set; }
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public virtual Vector2 PositionOffset { get; set; }
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}
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[Serializable, NetSerializable]
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public class PlaceableSurfaceComponentState : ComponentState
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{
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public readonly bool IsPlaceable;
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public readonly bool PlaceCentered;
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public readonly Vector2 PositionOffset;
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public PlaceableSurfaceComponentState(bool placeable, bool centered, Vector2 offset)
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{
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IsPlaceable = placeable;
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PlaceCentered = centered;
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PositionOffset = offset;
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}
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}
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}
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