* git mv * Disable shader while box is open * Hide entity menu / prevent examine * fix recursion fix recursion fix recursion fix recursion * Better visibility checks * min and max visibility fields * fix reference point
90 lines
3.2 KiB
C#
90 lines
3.2 KiB
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Stealth.Components;
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/// <summary>
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/// Add this component to an entity that you want to be cloaked.
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/// It overlays a shader on the entity to give them an invisibility cloaked effect
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/// It also turns the entity invisible
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(SharedStealthSystem))]
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public sealed class StealthComponent : Component
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{
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/// <summary>
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/// Whether or not the stealth effect should currently be applied.
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/// </summary>
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[DataField("enabled")]
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public bool Enabled = true;
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/// <summary>
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/// Whether or not the entity previously had an interaction outline prior to cloaking.
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/// </summary>
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[DataField("hadOutline")]
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public bool HadOutline;
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/// <summary>
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/// Minimum visibility before the entity becomes unexaminable (and thus no longer appears on context menus).
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/// </summary>
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[DataField("examineThreshold")]
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public readonly float ExamineThreshold = 0.5f;
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/// <summary>
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/// Last set level of visibility. The visual effect ranges from 1 (fully visible) and -1 (fully hidden). Values
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/// outside of this range simply act as a buffer for the visual effect (i.e., a delay before turning invisible). To
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/// get the actual current visibility, use <see cref="SharedStealthSystem.GetVisibility(EntityUid,
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/// StealthComponent?)"/>
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/// </summary>
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[DataField("lastVisibility")]
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[Access(typeof(SharedStealthSystem), Other = AccessPermissions.None)]
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public float LastVisibility = 1;
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/// <summary>
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/// Time at which <see cref="LastVisibility"/> was set. Null implies the entity is currently paused and not
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/// accumulating any visibility change.
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/// </summary>
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[DataField("lastUpdate", customTypeSerializer:typeof(TimeOffsetSerializer))]
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public TimeSpan? LastUpdated;
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/// <summary>
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/// Rate that effects how fast an entity's visibility passively changes.
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/// </summary>
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[DataField("passiveVisibilityRate")]
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public readonly float PassiveVisibilityRate = -0.15f;
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/// <summary>
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/// Rate for movement induced visibility changes. Scales with distance moved.
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/// </summary>
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[DataField("movementVisibilityRate")]
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public readonly float MovementVisibilityRate = 0.2f;
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/// <summary>
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/// Minimum visibility. Note that the visual effect caps out at -1, but this value is allowed to be larger or smaller.
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/// </summary>
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[DataField("minVisibility")]
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public readonly float MinVisibility = -1f;
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/// <summary>
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/// Maximum visibility. Note that the visual effect caps out at +1, but this value is allowed to be larger or smaller.
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/// </summary>
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[DataField("maxVisibility")]
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public readonly float MaxVisibility = 1.5f;
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}
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[Serializable, NetSerializable]
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public sealed class StealthComponentState : ComponentState
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{
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public readonly float Visibility;
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public readonly TimeSpan? LastUpdated;
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public readonly bool Enabled;
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public StealthComponentState(float stealthLevel, TimeSpan? lastUpdated, bool enabled)
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{
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Visibility = stealthLevel;
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LastUpdated = lastUpdated;
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Enabled = enabled;
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}
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}
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