Files
tbd-station-14/Content.Shared/GameObjects/Components/Mobs/SharedStatusEffectsComponent.cs
F77F 9b751fc079 Add weightlessness status effect. (#2384)
* Add weightlessness status effect.

* remove system, add new action

* Update Content.Shared/GameObjects/Components/Mobs/SharedWeightlessStatusComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Content.Shared/GameObjects/Components/Mobs/SharedWeightlessStatusComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Content.Shared/GameObjects/Components/Movement/MovementIgnoreGravityComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Content.Shared/GameObjects/Components/Movement/MovementIgnoreGravityComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* fix paul's typo. does not run.

* add client side component

* move logic to eventbus

* remove client/server components and clean up code

* remove useless component, revert human.yml changes.

Co-authored-by: scuffedjays <yetanotherscuffed@gmail.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
2020-10-29 00:52:39 +11:00

75 lines
2.0 KiB
C#

using System;
using System.Collections.Generic;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Mobs
{
/// <summary>
/// Handles the icons on the right side of the screen.
/// Should only be used for player-controlled entities
/// </summary>
public abstract class SharedStatusEffectsComponent : Component
{
public override string Name => "StatusEffectsUI";
public override uint? NetID => ContentNetIDs.STATUSEFFECTS;
public abstract void ChangeStatusEffectIcon(StatusEffect effect, string icon);
public abstract void ChangeStatusEffect(StatusEffect effect, string icon, ValueTuple<TimeSpan, TimeSpan>? cooldown);
public abstract void RemoveStatusEffect(StatusEffect effect);
}
[Serializable, NetSerializable]
public class StatusEffectComponentState : ComponentState
{
public Dictionary<StatusEffect, StatusEffectStatus> StatusEffects;
public StatusEffectComponentState(Dictionary<StatusEffect, StatusEffectStatus> statusEffects) : base(ContentNetIDs.STATUSEFFECTS)
{
StatusEffects = statusEffects;
}
}
/// <summary>
/// A message that calls the click interaction on a status effect
/// </summary>
[Serializable, NetSerializable]
public class ClickStatusMessage : ComponentMessage
{
public readonly StatusEffect Effect;
public ClickStatusMessage(StatusEffect effect)
{
Directed = true;
Effect = effect;
}
}
[Serializable, NetSerializable]
public struct StatusEffectStatus
{
public string Icon;
public ValueTuple<TimeSpan, TimeSpan>? Cooldown;
}
// Each status effect is assumed to be unique
public enum StatusEffect
{
Health,
Hunger,
Thirst,
Pressure,
Fire,
Temperature,
Stun,
Cuffed,
Buckled,
Piloting,
Pulling,
Pulled,
Weightless
}
}