56 lines
1.7 KiB
C#
56 lines
1.7 KiB
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Ghost
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{
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[NetworkedComponent]
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[AutoGenerateComponentState]
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public abstract partial class SharedGhostComponent : Component
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{
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// TODO: instead of this funny stuff just give it access and update in system dirtying when needed
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[ViewVariables(VVAccess.ReadWrite)]
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public bool CanGhostInteract
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{
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get => _canGhostInteract;
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set
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{
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if (_canGhostInteract == value) return;
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_canGhostInteract = value;
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Dirty();
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}
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}
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[DataField("canInteract"), AutoNetworkedField]
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private bool _canGhostInteract;
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/// <summary>
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/// Changed by <see cref="SharedGhostSystem.SetCanReturnToBody"/>
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/// </summary>
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// TODO MIRROR change this to use friend classes when thats merged
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[ViewVariables(VVAccess.ReadWrite)]
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public bool CanReturnToBody
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{
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get => _canReturnToBody;
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set
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{
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if (_canReturnToBody == value) return;
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_canReturnToBody = value;
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Dirty();
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}
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}
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/// <summary>
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/// Ghost color
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/// </summary>
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/// <remarks>Used to allow admins to change ghost colors. Should be removed if the capability to edit existing sprite colors is ever added back.</remarks>
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[DataField("color"), AutoNetworkedField]
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[ViewVariables(VVAccess.ReadWrite)]
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public Color color = Color.White;
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[DataField("canReturnToBody"), AutoNetworkedField]
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private bool _canReturnToBody;
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}
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}
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