34 lines
960 B
C#
34 lines
960 B
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Damage;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.GameObjects.Components.Destructible.Thresholds.Triggers
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{
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/// <summary>
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/// A trigger that will activate when any of its triggers have activated.
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/// </summary>
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[Serializable]
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[DataDefinition]
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public class OrTrigger : IThresholdTrigger
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{
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[DataField("triggers")]
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public List<IThresholdTrigger> Triggers { get; } = new();
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public bool Reached(IDamageableComponent damageable, DestructibleSystem system)
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{
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foreach (var trigger in Triggers)
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{
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if (trigger.Reached(damageable, system))
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{
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return true;
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}
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}
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return false;
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}
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}
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}
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