Files
tbd-station-14/Content.Shared/GameObjects/Components/Body/Part/Property/BodyPartPropertyComponent.cs
DrSmugleaf dd385a0511 Change all of body system to use entities and components (#2074)
* Early commit

* Early commit 2

* merging master broke my git

* does anyone even read these

* life is fleeting

* it just works

* this time passing integration tests

* Remove hashset yaml serialization for now

* You got a license for those nullables?

* No examine, no context menu, part and mechanism parenting and visibility

* Fix wrong brain sprite state

* Removing layers was a mistake

* just tear body system a new one and see if it still breathes

* Remove redundant code

* Add that comment back

* Separate damage and body, component states, stomach rework

* Add containers for body parts

* Bring layers back pls

* Fix parts magically changing color

* Reimplement sprite layer visibility

* Fix tests

* Add leg test

* Active legs is gone

Crab rave

* Merge fixes, rename DamageState to CurrentState

* Remove IShowContextMenu and ICanExamine
2020-10-10 15:25:13 +02:00

26 lines
844 B
C#

using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Body.Part.Property
{
/// <summary>
/// Property attachable to a <see cref="IBodyPart"/>.
/// For example, this is used to define the speed capabilities of a
/// leg. The movement system will look for a LegProperty on all BodyParts.
/// </summary>
public abstract class BodyPartPropertyComponent : Component, IBodyPartProperty
{
/// <summary>
/// Whether this property is currently active.
/// </summary>
public bool Active { get; set; }
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, b => b.Active, "active", true);
}
}
}