* Predict DamagePopup Pretty easy one. * cleanup and localize * oops --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
34 lines
994 B
C#
34 lines
994 B
C#
using Content.Shared.Damage.Systems;
|
|
using Robust.Shared.GameStates;
|
|
using Robust.Shared.Serialization;
|
|
|
|
namespace Content.Shared.Damage.Components;
|
|
|
|
/// <summary>
|
|
/// An entity with this component will show a popup indicating the amount of damage taken.
|
|
/// </summary>
|
|
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(DamagePopupSystem))]
|
|
public sealed partial class DamagePopupComponent : Component
|
|
{
|
|
/// <summary>
|
|
/// Bool that will be used to determine if the popup type can be changed with a left click.
|
|
/// </summary>
|
|
[DataField, AutoNetworkedField]
|
|
public bool AllowTypeChange;
|
|
|
|
/// <summary>
|
|
/// Enum that will be used to determine the type of damage popup displayed.
|
|
/// </summary>
|
|
[DataField("damagePopupType"), AutoNetworkedField]
|
|
public DamagePopupType Type = DamagePopupType.Combined;
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public enum DamagePopupType : byte
|
|
{
|
|
Combined,
|
|
Total,
|
|
Delta,
|
|
Hit,
|
|
};
|