* Gateway generation * Gateway stuff * gatewehs * mercenaries * play area * Range fixes and tweaks * weh * Gateway UI polish * Lots of fixes * Knock some items off * Fix dungeon spawning Realistically we should probably be using a salvage job. * wahwah * wehvs * expression * weh * eee * a * a * WEH * frfr * Gatwey * Fix gateway windows * Fix gateway windows * a * a * Better layer masking * a * a * Noise fixes * a * Fix fractal calculations * a * More fixes * Fixes * Add layers back in * Fixes * namespaces and ftl * Other TODO * Fix distance * Cleanup * Fix test
57 lines
2.2 KiB
C#
57 lines
2.2 KiB
C#
using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Teleportation.Components;
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/// <summary>
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/// Marks an entity as being a 'portal' which teleports entities sent through it to linked entities.
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/// Relies on <see cref="LinkedEntityComponent"/> being set up.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class PortalComponent : Component
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{
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/// <summary>
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/// Sound played on arriving to this portal, centered on the destination.
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/// The arrival sound of the entered portal will play if the destination is not a portal.
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/// </summary>
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[DataField("arrivalSound")]
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public SoundSpecifier ArrivalSound = new SoundPathSpecifier("/Audio/Effects/teleport_arrival.ogg");
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/// <summary>
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/// Sound played on departing from this portal, centered on the original portal.
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/// </summary>
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[DataField("departureSound")]
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public SoundSpecifier DepartureSound = new SoundPathSpecifier("/Audio/Effects/teleport_departure.ogg");
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/// <summary>
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/// If no portals are linked, the subject will be teleported a random distance at maximum this far away.
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/// </summary>
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[DataField("maxRandomRadius")]
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public float MaxRandomRadius = 7.0f;
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/// <summary>
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/// If false, this portal will fail to teleport and fizzle out if attempting to send an entity to a different map
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/// </summary>
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/// <remarks>
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/// Shouldn't be able to teleport people to centcomm or the eshuttle from the station
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/// </remarks>
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[DataField("canTeleportToOtherMaps"), ViewVariables(VVAccess.ReadWrite)]
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public bool CanTeleportToOtherMaps = false;
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/// <summary>
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/// Maximum distance that portals can teleport to, in all cases. Mostly this matters for linked portals.
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/// Null means no restriction on distance.
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/// </summary>
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/// <remarks>
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/// Obviously this should strictly be larger than <see cref="MaxRandomRadius"/> (or null)
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/// </remarks>
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[DataField("maxTeleportRadius")]
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public float? MaxTeleportRadius;
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/// <summary>
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/// Should we teleport randomly if nothing is linked.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool RandomTeleport = true;
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}
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