Files
tbd-station-14/Content.Shared/Buckle/Components/SharedBuckleComponent.cs

55 lines
1.4 KiB
C#

using Content.Shared.Interaction;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Buckle.Components;
[NetworkedComponent]
[Access(typeof(SharedBuckleSystem))]
public abstract class SharedBuckleComponent : Component
{
/// <summary>
/// The range from which this entity can buckle to a <see cref="SharedStrapComponent"/>.
/// </summary>
[DataField("range")]
public float Range { get; protected set; } = SharedInteractionSystem.InteractionRange / 1.4f;
/// <summary>
/// True if the entity is buckled, false otherwise.
/// </summary>
public bool Buckled { get; set; }
public EntityUid? LastEntityBuckledTo { get; set; }
public bool DontCollide { get; set; }
}
[Serializable, NetSerializable]
public sealed class BuckleComponentState : ComponentState
{
public BuckleComponentState(bool buckled, EntityUid? lastEntityBuckledTo, bool dontCollide)
{
Buckled = buckled;
LastEntityBuckledTo = lastEntityBuckledTo;
DontCollide = dontCollide;
}
public bool Buckled { get; }
public EntityUid? LastEntityBuckledTo { get; }
public bool DontCollide { get; }
}
public sealed class BuckleChangeEvent : EntityEventArgs
{
public EntityUid Strap;
public EntityUid BuckledEntity;
public bool Buckling;
}
[Serializable, NetSerializable]
public enum BuckleVisuals
{
Buckled
}