Files
tbd-station-14/Content.Shared/GameObjects/Components/Singularity/SharedParticleAcceleratorComponent.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

127 lines
3.8 KiB
C#

#nullable enable
using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components
{
[NetSerializable, Serializable]
public enum ParticleAcceleratorVisuals
{
VisualState
}
[NetSerializable, Serializable]
public enum ParticleAcceleratorVisualState
{
//Open, //no prefix
//Wired, //w prefix
Unpowered, //c prefix
Powered, //p prefix
Level0, //0 prefix
Level1, //1 prefix
Level2, //2 prefix
Level3 //3 prefix
}
[NetSerializable, Serializable]
public enum ParticleAcceleratorPowerState
{
Standby = ParticleAcceleratorVisualState.Powered,
Level0 = ParticleAcceleratorVisualState.Level0,
Level1 = ParticleAcceleratorVisualState.Level1,
Level2 = ParticleAcceleratorVisualState.Level2,
Level3 = ParticleAcceleratorVisualState.Level3
}
public enum ParticleAcceleratorVisualLayers
{
Base,
Unlit
}
[Serializable, NetSerializable]
public enum ParticleAcceleratorWireStatus
{
Power,
Keyboard,
Limiter,
Strength,
}
[NetSerializable, Serializable]
public class ParticleAcceleratorUIState : BoundUserInterfaceState
{
public bool Assembled;
public bool Enabled;
public ParticleAcceleratorPowerState State;
public int PowerDraw;
public int PowerReceive;
//dont need a bool for the controlbox because... this is sent to the controlbox :D
public bool EmitterLeftExists;
public bool EmitterCenterExists;
public bool EmitterRightExists;
public bool PowerBoxExists;
public bool FuelChamberExists;
public bool EndCapExists;
public bool InterfaceBlock;
public ParticleAcceleratorPowerState MaxLevel;
public bool WirePowerBlock;
public ParticleAcceleratorUIState(bool assembled, bool enabled, ParticleAcceleratorPowerState state, int powerReceive, int powerDraw, bool emitterLeftExists, bool emitterCenterExists, bool emitterRightExists, bool powerBoxExists, bool fuelChamberExists, bool endCapExists, bool interfaceBlock, ParticleAcceleratorPowerState maxLevel, bool wirePowerBlock)
{
Assembled = assembled;
Enabled = enabled;
State = state;
PowerDraw = powerDraw;
PowerReceive = powerReceive;
EmitterLeftExists = emitterLeftExists;
EmitterCenterExists = emitterCenterExists;
EmitterRightExists = emitterRightExists;
PowerBoxExists = powerBoxExists;
FuelChamberExists = fuelChamberExists;
EndCapExists = endCapExists;
InterfaceBlock = interfaceBlock;
MaxLevel = maxLevel;
WirePowerBlock = wirePowerBlock;
}
}
[NetSerializable, Serializable]
public class ParticleAcceleratorSetEnableMessage : BoundUserInterfaceMessage
{
public readonly bool Enabled;
public ParticleAcceleratorSetEnableMessage(bool enabled)
{
Enabled = enabled;
}
}
[NetSerializable, Serializable]
public class ParticleAcceleratorRescanPartsMessage : BoundUserInterfaceMessage
{
public ParticleAcceleratorRescanPartsMessage()
{
}
}
[NetSerializable, Serializable]
public class ParticleAcceleratorSetPowerStateMessage : BoundUserInterfaceMessage
{
public readonly ParticleAcceleratorPowerState State;
public ParticleAcceleratorSetPowerStateMessage(ParticleAcceleratorPowerState state)
{
State = state;
}
}
[NetSerializable, Serializable]
public enum ParticleAcceleratorControlBoxUiKey
{
Key
}
}