35 lines
1.1 KiB
C#
35 lines
1.1 KiB
C#
using Robust.Shared.GameStates;
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namespace Content.Shared.Trigger.Components.Effects;
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/// <summary>
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/// Will (un)anchor the entity when triggered.
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/// If TargetUser is true they will be (un)anchored instead.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class AnchorOnTriggerComponent : BaseXOnTriggerComponent
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{
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/// <summary>
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/// Anchor the entity on trigger if it is currently unanchored?
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool CanAnchor = true;
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/// <summary>
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/// Unanchor the entity on trigger if it is currently anchored?
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/// If both this and CanAnchor are true then the trigger will toggle between states.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool CanUnanchor = false;
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/// <summary>
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/// Removes this component when triggered so it can only be activated once.
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/// </summary>
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/// <remarks>
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/// TODO: Make this a generic thing for all triggers.
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/// Or just add a RemoveComponentsOnTriggerComponent.
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/// </remarks>
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[DataField, AutoNetworkedField]
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public bool RemoveOnTrigger = true;
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}
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