Flashlights were calling dirty EVERY TICK so this just means they only call it when absoluetely necessary which saves a lot. Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
44 lines
1.0 KiB
C#
44 lines
1.0 KiB
C#
using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components
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{
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public abstract class SharedHandheldLightComponent : Component
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{
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public sealed override string Name => "HandheldLight";
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public sealed override uint? NetID => ContentNetIDs.HANDHELD_LIGHT;
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protected abstract bool HasCell { get; }
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protected const int StatusLevels = 6;
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[Serializable, NetSerializable]
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protected sealed class HandheldLightComponentState : ComponentState
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{
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public byte? Charge { get; }
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public HandheldLightComponentState(byte? charge) : base(ContentNetIDs.HANDHELD_LIGHT)
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{
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Charge = charge;
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}
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}
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}
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[Serializable, NetSerializable]
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public enum HandheldLightVisuals
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{
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Power
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}
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[Serializable, NetSerializable]
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public enum HandheldLightPowerStates
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{
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FullPower,
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LowPower,
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Dying,
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}
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}
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