* Adds wand of locker and locker projectile * Adds IsOpen method to check if storage is open * Adds store on collide * Adds Store On Collide to Wizard Locker * Adds Lock API * Adds locking support * Adds resist override and custom visual layers * Fixes decursed states, adds comment for a future visualizer * adds locker wand visuals and descriptions * shrinks locker radius, moves TODO for throw support * Adds whitelist and moves storage and lock logic into their own methods * Adds support to disable store on collide after the first open. Fixes prediction issues with disabling. * Adds wand of locker to the grimoire * Adds wizard access prototype * Adds Wizard to universal access * Moves Lock on collide to on collide method * Comments * Changes layer order * Fixes prediction issues when locking. * Adds Wiz access to universal ID
35 lines
1.0 KiB
C#
35 lines
1.0 KiB
C#
using Content.Shared.Storage.EntitySystems;
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using Content.Shared.Whitelist;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Storage.Components;
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// Use where you want an entity to store other entities on collide
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(StoreOnCollideSystem))]
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public sealed partial class StoreOnCollideComponent : Component
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{
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/// <summary>
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/// Entities that are allowed in the storage on collide
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/// </summary>
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[DataField]
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public EntityWhitelist? Whitelist;
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/// <summary>
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/// Should this storage lock on collide, provided they have a lock component?
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/// </summary>
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[DataField]
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public bool LockOnCollide;
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/// <summary>
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/// Should the behavior be disabled when the storage is first opened?
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/// </summary>
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[DataField]
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public bool DisableWhenFirstOpened;
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/// <summary>
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/// If the behavior is disabled or not
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Disabled;
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}
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