Also includes some (non critical) changes to the solution file to re-organize the Roslyn components.
55 lines
1.8 KiB
C#
55 lines
1.8 KiB
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.PowerCell;
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/// <summary>
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/// Indicates that the entity's ActivatableUI requires power or else it closes.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
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public sealed partial class PowerCellDrawComponent : Component
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{
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#region Prediction
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/// <summary>
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/// Whether there is any charge available to draw.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("canDraw"), AutoNetworkedField]
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public bool CanDraw;
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/// <summary>
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/// Whether there is sufficient charge to use.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("canUse"), AutoNetworkedField]
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public bool CanUse;
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#endregion
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/// <summary>
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/// Is this power cell currently drawing power every tick.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("enabled")]
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public bool Drawing;
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/// <summary>
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/// How much the entity draws while the UI is open.
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/// Set to 0 if you just wish to check for power upon opening the UI.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("drawRate")]
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public float DrawRate = 1f;
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/// <summary>
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/// How much power is used whenever the entity is "used".
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/// This is used to ensure the UI won't open again without a minimum use power.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("useRate")]
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public float UseRate;
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/// <summary>
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/// When the next automatic power draw will occur
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/// </summary>
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[DataField("nextUpdate", customTypeSerializer: typeof(TimeOffsetSerializer))]
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[AutoPausedField]
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public TimeSpan NextUpdateTime;
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}
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