* 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>
75 lines
2.0 KiB
C#
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
|
|
}
|
|
}
|