Files
tbd-station-14/Content.Shared/GameObjects/Components/SharedExpendableLightComponent.cs
Visne 9b94d5c195 Added nullable to most Content.Shared files (#3238)
* Add nullable to some Content.Shared files.

* Use [NotNullWhen(true)]

* Undo adding now redundant !'s

* Forgot one

* Add a ton more nullable

* You can guess

* Fix some issues

* It actually compiles now

* Auto stash before merge of "null2" and "origin/master"

* I lied

* enable annotations -> enable

* Revert ActionBlockerSystem.cs to original

* Fix ActionBlockerSystem.cs

* More nullable

* Undo some added exclamation marks

* Fix issues

* Update Content.Shared/Maps/ContentTileDefinition.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Resolve some issues

* Remove unused method

* Fix more issues

* Fix more issues

* Fix more issues

* Fix more issues

* Fix issue, rollback SharedGhostComponent.cs

* Update submodule

* Fix issue, invert some if-statements to reduce nesting

* Revert RobustToolbox

* FIx things broken by merge

* Some fixes

- Replaced with string.Empty
- Remove some exclamation marks
- Revert file

* Some fixes

* Trivial #nullable enable

* Fix null ables

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-02-27 14:12:09 +11:00

82 lines
2.7 KiB
C#

#nullable enable
using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components
{
[Serializable, NetSerializable]
public enum ExpendableLightVisuals
{
State
}
[Serializable, NetSerializable]
public enum ExpendableLightState
{
BrandNew,
Lit,
Fading,
Dead
}
public abstract class SharedExpendableLightComponent: Component
{
public sealed override string Name => "ExpendableLight";
[ViewVariables(VVAccess.ReadOnly)]
protected ExpendableLightState CurrentState { get; set; }
[ViewVariables]
protected string TurnOnBehaviourID { get; set; } = string.Empty;
[ViewVariables]
protected string FadeOutBehaviourID { get; set; } = string.Empty;
[ViewVariables]
protected float GlowDuration { get; set; }
[ViewVariables]
protected float FadeOutDuration { get; set; }
[ViewVariables]
protected string SpentDesc { get; set; } = string.Empty;
[ViewVariables]
protected string SpentName { get; set; } = string.Empty;
[ViewVariables]
protected string IconStateSpent { get; set; } = string.Empty;
[ViewVariables]
protected string IconStateLit { get; set; } = string.Empty;
[ViewVariables]
protected string LitSound { get; set; } = string.Empty;
[ViewVariables]
protected string LoopedSound { get; set; } = string.Empty;
[ViewVariables]
protected string DieSound { get; set; } = string.Empty;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, x => x.TurnOnBehaviourID, "turnOnBehaviourID", string.Empty);
serializer.DataField(this, x => x.FadeOutBehaviourID, "fadeOutBehaviourID", string.Empty);
serializer.DataField(this, x => x.GlowDuration, "glowDuration", 60 * 15f);
serializer.DataField(this, x => x.FadeOutDuration, "fadeOutDuration", 60 * 5f);
serializer.DataField(this, x => x.SpentName, "spentName", string.Empty);
serializer.DataField(this, x => x.SpentDesc, "spentDesc", string.Empty);
serializer.DataField(this, x => x.IconStateLit, "iconStateOn", string.Empty);
serializer.DataField(this, x => x.IconStateSpent, "iconStateSpent", string.Empty);
serializer.DataField(this, x => x.LitSound, "litSound", string.Empty);
serializer.DataField(this, x => x.LoopedSound, "loopedSound", string.Empty);
serializer.DataField(this, x => x.DieSound, "dieSound", string.Empty);
}
}
}