Files
tbd-station-14/Content.Shared/Stacks/StackComponent.cs
2023-05-18 16:16:53 +10:00

88 lines
3.0 KiB
C#

using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Stacks
{
[RegisterComponent, NetworkedComponent]
public sealed class StackComponent : Component
{
[ViewVariables(VVAccess.ReadWrite)]
[DataField("stackType", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<StackPrototype>))]
public string StackTypeId { get; private set; } = default!;
/// <summary>
/// Current stack count.
/// Do NOT set this directly, use the <see cref="SharedStackSystem.SetCount"/> method instead.
/// </summary>
[DataField("count")]
public int Count { get; set; } = 30;
/// <summary>
/// Max amount of things that can be in the stack.
/// Overrides the max defined on the stack prototype.
/// </summary>
[ViewVariables(VVAccess.ReadOnly)]
[DataField("maxCountOverride")]
public int? MaxCountOverride { get; set; }
/// <summary>
/// Set to true to not reduce the count when used.
/// </summary>
[DataField("unlimited")]
[ViewVariables(VVAccess.ReadOnly)]
public bool Unlimited { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
public bool ThrowIndividually { get; set; } = false;
[ViewVariables]
public bool UiUpdateNeeded { get; set; }
/// <summary>
/// Default IconLayer stack.
/// </summary>
[DataField("baseLayer")]
[ViewVariables(VVAccess.ReadWrite)]
public string BaseLayer = "";
/// <summary>
/// Determines if the visualizer uses composite or non-composite layers for icons. Defaults to false.
///
/// <list type="bullet">
/// <item>
/// <description>false: they are opaque and mutually exclusive (e.g. sprites in a cable coil). <b>Default value</b></description>
/// </item>
/// <item>
/// <description>true: they are transparent and thus layered one over another in ascending order first</description>
/// </item>
/// </list>
///
/// </summary>
[DataField("composite")]
[ViewVariables(VVAccess.ReadWrite)]
public bool IsComposite;
/// <summary>
/// Sprite layers used in stack visualizer. Sprites first in layer correspond to lower stack states
/// e.g. <code>_spriteLayers[0]</code> is lower stack level than <code>_spriteLayers[1]</code>.
/// </summary>
[DataField("layerStates")]
[ViewVariables(VVAccess.ReadWrite)]
public List<string> LayerStates = new();
}
[Serializable, NetSerializable]
public sealed class StackComponentState : ComponentState
{
public int Count { get; }
public int MaxCount { get; }
public StackComponentState(int count, int maxCount)
{
Count = count;
MaxCount = maxCount;
}
}
}