* item toggle refactoring and some new systems * add ToggleClothing component/system * unhardcode magboots gravity logic * make magboots and speedboots use ItemToggle and stuff * remove now useless clothing components * update client/server magboots systems * add note to use ItemToggledEvent in ToggleActionEvent doc * refactor PowerCellDraw to use ItemToggle for ui open/close control * add TryUseCharges, refactor charges system * update magboot trigger code * make borg use ItemToggle, network SelectedModule instead of now removed Activated * add AccessToggle for borg * the giga ninja refactor * update ninja yml * update ItemToggle usage for some stuff * fix activatableui requires power * random fixing * yaml fixing * nuke ItemToggleDisarmMalus * make defib use ItemToggle * make things that use power not turn on if missing use charge * pro * fix sound prediction * bruh * proximity detector use ItemToggle * oop * big idiot syndrome * fix ninja spawn rule and make it generic * fix ninja spawn rule yml * move loading profiles into AntagLoadProfileRule * more ninja refactor * ninja yml fixes * the dreaded copy paste ops * remove useless NinjaRuleComponent and ue AntagSelection for greeting * fix invisibility * move IsCompleted to SharedObjectivesSystem * ability fixes * oop fix powercell instantly draining itself * sentient speedboots gaming * make reflect use ItemToggle * fix other test * loadprofilerule moved into its own pr * remove conflict with dragon refactor * remove all GenericAntag code from ninja * ) * probably * remove old enabled * great language bravo vince * GREAT LANGUAGE * who made this language * because it stinks * reparent blood-red magboots to magboots probbbly works * most of the review stuff * hasGrav doesnt mean what i thought it did * make health analyzer use itemtoggle, not fail test * fix mag/speed boots being wacky * UNTROLL * add ItemToggle to the random health analyzers * a * remove unused obsolete borg func * untrolling * :trollface: * fix test * fix * g * untroll --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
64 lines
2.0 KiB
C#
64 lines
2.0 KiB
C#
using Content.Shared.Beeper.Systems;
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using Content.Shared.FixedPoint;
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using Content.Shared.ProximityDetection.Systems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Beeper.Components;
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/// <summary>
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/// This is used for an item that beeps based on
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/// proximity to a specified component.
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/// </summary>
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/// <remarks>
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/// Requires <c>ItemToggleComponent</c> to control it.
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/// </remarks>
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[RegisterComponent, NetworkedComponent, Access(typeof(BeeperSystem)), AutoGenerateComponentState]
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public sealed partial class BeeperComponent : Component
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{
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/// <summary>
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/// How much to scale the interval by (< 0 = min, > 1 = max)
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public FixedPoint2 IntervalScaling = 0;
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/// <summary>
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/// The maximum interval between beeps.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public TimeSpan MaxBeepInterval = TimeSpan.FromSeconds(1.5f);
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/// <summary>
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/// The minimum interval between beeps.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public TimeSpan MinBeepInterval = TimeSpan.FromSeconds(0.25f);
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/// <summary>
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/// Interval for the next beep
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan Interval;
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/// <summary>
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/// Time when we beeped last
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan LastBeepTime;
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[ViewVariables(VVAccess.ReadOnly)]
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public TimeSpan NextBeep => LastBeepTime == TimeSpan.MaxValue ? TimeSpan.MaxValue : LastBeepTime + Interval;
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/// <summary>
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/// Is the beep muted
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public bool IsMuted;
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/// <summary>
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/// The sound played when the locator beeps.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public SoundSpecifier? BeepSound;
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}
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