* Refactor: ProximityDetectionSystem * Update * Update * Update * Yikes * Update * Dirty * Update * Update * Lil cleanup * Update * Update
52 lines
1.6 KiB
C#
52 lines
1.6 KiB
C#
using Content.Shared.ProximityDetection.Systems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.ProximityDetection.Components;
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/// <summary>
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/// Used to search for the closest entity with a range that matches specified requirements (tags and/or components).
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[AutoGenerateComponentState(fieldDeltas: true), AutoGenerateComponentPause]
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[Access(typeof(ProximityDetectionSystem))]
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public sealed partial class ProximityDetectorComponent : Component
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{
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/// <summary>
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/// Entities that detector will search for.
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/// </summary>
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[DataField(required: true)]
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public ComponentRegistry Components;
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/// <summary>
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/// The entity that was found.
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/// </summary>
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[ViewVariables, AutoNetworkedField]
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public EntityUid? Target;
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/// <summary>
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/// The distance to <see cref="Target"/>.
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/// </summary>
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[ViewVariables, AutoNetworkedField]
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public float Distance = float.PositiveInfinity;
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/// <summary>
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/// The farthest distance to search for targets.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float Range = 10f;
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/// <summary>
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/// How often detector updates.
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/// </summary>
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[DataField, AutoNetworkedField]
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public TimeSpan UpdateCooldown = TimeSpan.FromSeconds(1);
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/// <summary>
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/// Next time detector updates.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField, AutoPausedField]
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public TimeSpan NextUpdate = TimeSpan.Zero;
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}
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