Files
tbd-station-14/Content.Shared/Light/Component/SharedExpendableLightComponent.cs
Leon Friedrich 6cb58e608b ECS verbs and update context menu (#4594)
* Functioning ECS verbs

Currently only ID card console works.

* Changed verb types and allow ID card insertions

* Verb GUI sorting and verb networking

* More networking, and shared components

* Clientside verbs work now.

* Verb enums changed to bitmask flags

* Verb Categories redo

* Fix range check

* GasTank Verb

* Remove unnecessary bodypart verb

* Buckle Verb

* buckle & unbuckle verbs

* Updated range checks

* Item cabinet verbs

* Add range user override

* construction verb

* Chemistry machine verbs

* Climb Verb

* Generalise pulled entity verbs

* ViewVariables Verb

* rejuvenate, delete, sentient, control verbs

* Outfit verb

* inrangeunoccluded and tubedirection verbs

* attach-to verbs

* remove unused verbs and move VV

* Rename DebugVerbSystem

* Ghost role and pointing verbs

* Remove global verbs

* Allow verbs to raise events

* Changing categories and simplifying debug verbs

* Add rotate and flip verbs

* fix rejuvenate test

* redo context menu

* new Add Gas debug verb

* Add Set Temperature debug verb

* Uncuff verb

* Disposal unit verbs

* Add pickup verb

* lock/unlock verb

* Remove verb type, add specific verb events

* rename verb messages -> events

* Context menu displays verbs by interaction type

* Updated context menu HandleMove

previously, checked if entities moved 1 tile from click location.

Now checks if entities moved out of view.

Now you can actually right-click interact with yourself while walking!

* Misc Verb menu GUI changes

* Fix non-human/ghost verbs

* Update types and categories

* Allow non-ghost/human to open context menu

* configuration verb

* tagger verb

* Morgue Verbs

* Medical Scanner Verbs

* Fix solution refactor merge issues

* Fix context menu in-view check

* Remove prepare GUI

* Redo verb restrictions

* Fix context menu UI

* Disposal Verbs

* Spill verb

* Light verb

* Hand Held light verb

* power cell verbs

* storage verbs

and adding names to insert/eject

* Pulling verb

* Close context menu on verb execution

* Strip verb

* AmmoBox verb

* fix pull verb

* gun barrel verbs

revolver verb
energy weapon verbs
Bolt action verb

* Magazine gun barrel  verbs

* Add charger verbs

* PDA verbs

* Transfer amount verb

* Add reagent verb

* make alt-click use ECS verbs

* Delete old verb files

* Magboot verb

* finalising tweaks

* context menu visibility changes

* code cleanup

* Update AdminAddReagentUI.cs

* Remove HasFlag

* Consistent verb keys

* Remove Linq, add comment

* Fix in-inventory check

* Update GUI text alignment and padding

* Added close-menu option

* Changed some "interaction" verbs to "activation"

* Remove verb keys, use sorted sets

* fix master merge

* update some verb text

* Undo Changes

Remove some new verbs that can be added later

undid some .ftl bugfixes, can and should be done separately

* fix merge

* Undo file rename

* fix merge

* Misc Cleanup

* remove contraction

* Fix keybinding issue

* fix comment

* merge fix

* fix merge

* fix merge

* fix merge

* fix merge

* fix open-close verbs

* adjust uncuff verb

* fix merge

and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
2021-10-04 20:29:03 -07:00

84 lines
2.4 KiB
C#

using System;
using Content.Shared.Sound;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Shared.Light.Component
{
[Serializable, NetSerializable]
public enum ExpendableLightVisuals
{
State,
Behavior
}
[Serializable, NetSerializable]
public enum ExpendableLightState
{
BrandNew,
Lit,
Fading,
Dead
}
[NetworkedComponent]
public abstract class SharedExpendableLightComponent: Robust.Shared.GameObjects.Component
{
public static readonly AudioParams LoopedSoundParams = new(0, 1, "Master", 62.5f, 1, 1, true, 0.3f);
public sealed override string Name => "ExpendableLight";
[ViewVariables(VVAccess.ReadOnly)]
public ExpendableLightState CurrentState { get; set; }
[ViewVariables]
[DataField("turnOnBehaviourID")]
protected string TurnOnBehaviourID { get; set; } = string.Empty;
[ViewVariables]
[DataField("fadeOutBehaviourID")]
protected string FadeOutBehaviourID { get; set; } = string.Empty;
[ViewVariables]
[DataField("glowDuration")]
protected float GlowDuration { get; set; } = 60 * 15f;
[ViewVariables]
[DataField("fadeOutDuration")]
protected float FadeOutDuration { get; set; } = 60 * 5f;
[ViewVariables]
[DataField("spentDesc")]
protected string SpentDesc { get; set; } = string.Empty;
[ViewVariables]
[DataField("spentName")]
protected string SpentName { get; set; } = string.Empty;
[ViewVariables]
[DataField("iconStateSpent")]
protected string IconStateSpent { get; set; } = string.Empty;
[ViewVariables]
[DataField("iconStateOn")]
protected string IconStateLit { get; set; } = string.Empty;
[ViewVariables]
[DataField("litSound", required: true)]
protected SoundSpecifier LitSound { get; set; } = default!;
[ViewVariables]
[DataField("loopedSound")]
public string? LoopedSound { get; set; } = null;
[ViewVariables]
[DataField("dieSound")]
protected SoundSpecifier? DieSound { get; set; } = null;
}
}