Files
tbd-station-14/Content.Shared/Ensnaring/Components/EnsnareableComponent.cs

65 lines
1.6 KiB
C#

using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Ensnaring.Components;
/// <summary>
/// Use this on an entity that you would like to be ensnared by anything that has the <see cref="EnsnaringComponent"/>
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed class EnsnareableComponent : Component
{
/// <summary>
/// How much should this slow down the entities walk?
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("walkSpeed")]
public float WalkSpeed = 1.0f;
/// <summary>
/// How much should this slow down the entities sprint?
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("sprintSpeed")]
public float SprintSpeed = 1.0f;
/// <summary>
/// Is this entity currently ensnared?
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("isEnsnared")]
public bool IsEnsnared;
/// <summary>
/// The container where the <see cref="EnsnaringComponent"/> entity will be stored
/// </summary>
public Container Container = default!;
[DataField("sprite")]
public string? Sprite;
[DataField("state")]
public string? State;
}
[Serializable, NetSerializable]
public sealed class EnsnareableComponentState : ComponentState
{
public readonly bool IsEnsnared;
public EnsnareableComponentState(bool isEnsnared)
{
IsEnsnared = isEnsnared;
}
}
public sealed class EnsnaredChangedEvent : EntityEventArgs
{
public readonly bool IsEnsnared;
public EnsnaredChangedEvent(bool isEnsnared)
{
IsEnsnared = isEnsnared;
}
}