* Remove IClientSingularityInstance * In and out 5 minute refactor * Component states for singularity distortion * Fix distortion states * Address reviews
69 lines
2.0 KiB
C#
69 lines
2.0 KiB
C#
using System;
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using Content.Shared.NetIDs;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.Singularity.Components
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{
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[RegisterComponent]
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public class SingularityDistortionComponent : Component
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{
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public override string Name => "SingularityDistortion";
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public override uint? NetID => ContentNetIDs.SINGULARITY_DISTORTION;
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[DataField("intensity")]
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private float _intensity = 0.25f;
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[DataField("falloff")]
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private float _falloff = 2;
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[ViewVariables(VVAccess.ReadWrite)]
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public float Intensity
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{
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get => _intensity;
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set => this.SetAndDirtyIfChanged(ref _intensity, value);
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public float Falloff
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{
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get => _falloff;
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set => this.SetAndDirtyIfChanged(ref _falloff, value);
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}
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new SingularityDistortionComponentState(Intensity, Falloff);
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (curState is not SingularityDistortionComponentState state)
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{
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return;
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}
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Intensity = state.Intensity;
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Falloff = state.Falloff;
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}
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}
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[Serializable, NetSerializable]
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public class SingularityDistortionComponentState : ComponentState
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{
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public SingularityDistortionComponentState(float intensity, float falloff) : base(ContentNetIDs.SINGULARITY_DISTORTION)
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{
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Intensity = intensity;
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Falloff = falloff;
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}
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public float Intensity { get; }
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public float Falloff { get; }
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}
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}
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