Files
tbd-station-14/Content.Shared/Stealth/Components/StealthComponent.cs
Nim 460bfdc73c Space cobra 1.1 (#20298)
* space cobra again

* didn't see

* fix

* Dirty

* space spider

* license

* component

* sprite update

* visibility

* fix

* fix visibility
2023-12-06 20:25:57 -05:00

91 lines
3.4 KiB
C#

using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Stealth.Components;
/// <summary>
/// Add this component to an entity that you want to be cloaked.
/// It overlays a shader on the entity to give them an invisibility cloaked effect.
/// It also turns the entity invisible.
/// Use other components (like StealthOnMove) to modify this component's visibility based on certain conditions.
/// </summary>
[RegisterComponent, NetworkedComponent]
[Access(typeof(SharedStealthSystem))]
public sealed partial class StealthComponent : Component
{
/// <summary>
/// Whether or not the stealth effect should currently be applied.
/// </summary>
[DataField("enabled")]
public bool Enabled = true;
/// <summary>
/// The creature will continue invisible at death.
/// </summary>
[DataField("enabledOnDeath")]
public bool EnabledOnDeath = true;
/// <summary>
/// Whether or not the entity previously had an interaction outline prior to cloaking.
/// </summary>
[DataField("hadOutline")]
public bool HadOutline;
/// <summary>
/// Minimum visibility before the entity becomes unexaminable (and thus no longer appears on context menus).
/// </summary>
[DataField("examineThreshold")]
public float ExamineThreshold = 0.5f;
/// <summary>
/// Last set level of visibility. The visual effect ranges from 1 (fully visible) and -1 (fully hidden). Values
/// outside of this range simply act as a buffer for the visual effect (i.e., a delay before turning invisible). To
/// get the actual current visibility, use <see cref="SharedStealthSystem.GetVisibility(EntityUid, StealthComponent?)"/>
/// If you don't have anything else updating the stealth, this will just stay at a constant value, which can be useful.
/// </summary>
[DataField("lastVisibility")]
[Access(typeof(SharedStealthSystem), Other = AccessPermissions.None)]
public float LastVisibility = 1;
/// <summary>
/// Time at which <see cref="LastVisibility"/> was set. Null implies the entity is currently paused and not
/// accumulating any visibility change.
/// </summary>
[DataField("lastUpdate", customTypeSerializer:typeof(TimeOffsetSerializer))]
public TimeSpan? LastUpdated;
/// <summary>
/// Minimum visibility. Note that the visual effect caps out at -1, but this value is allowed to be larger or smaller.
/// </summary>
[DataField("minVisibility")]
public float MinVisibility = -1f;
/// <summary>
/// Maximum visibility. Note that the visual effect caps out at +1, but this value is allowed to be larger or smaller.
/// </summary>
[DataField("maxVisibility")]
public float MaxVisibility = 1.5f;
/// <summary>
/// Localization string for how you'd like to describe this effect.
/// </summary>
[DataField("examinedDesc")]
public string ExaminedDesc = "stealth-visual-effect";
}
[Serializable, NetSerializable]
public sealed class StealthComponentState : ComponentState
{
public readonly float Visibility;
public readonly TimeSpan? LastUpdated;
public readonly bool Enabled;
public StealthComponentState(float stealthLevel, TimeSpan? lastUpdated, bool enabled)
{
Visibility = stealthLevel;
LastUpdated = lastUpdated;
Enabled = enabled;
}
}