* makes conveyors to use machine linking & refactors machine linking a bit * nullable errors * temp commit, starting work on construction * working recipies & graphs * fixes crash * makes items gravitate towards the center when on a conveyor * makes conveyors take bool signal too * ignores components clientside * default arm entitymanager maxtransmitters unsubscribe methods * twowayLEVER * _ * componentreference struct * yaml run leverDefinitelyNotCopiedFromGirderNoNoNo dies today :( * nullable * no divide by 0 * making sloth happy * space gone - happy? * final fix * yes * adds item to lathe * conveyor item -> conveyor assembly * technology * reviews ADRESSED * Update Content.Shared/GameObjects/Verbs/VerbUtility.cs Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
46 lines
1.4 KiB
C#
46 lines
1.4 KiB
C#
using Content.Server.GameObjects.Components.MachineLinking.Signals;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Localization;
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namespace Content.Server.GameObjects.Components.MachineLinking
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{
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[RegisterComponent]
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public class SignalButtonComponent : Component, IActivate, IInteractHand
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{
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public override string Name => "SignalButton";
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public void Activate(ActivateEventArgs eventArgs)
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{
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TransmitSignal(eventArgs.User);
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}
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public bool InteractHand(InteractHandEventArgs eventArgs)
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{
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TransmitSignal(eventArgs.User);
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return true;
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}
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private void TransmitSignal(IEntity user)
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{
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if (!Owner.TryGetComponent<SignalTransmitterComponent>(out var transmitter))
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{
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return;
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}
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if (transmitter.TransmitSignal(new ToggleSignal()))
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{
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// Since the button doesn't have an animation, I'm going to use a popup message
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Owner.PopupMessage(user, Loc.GetString("Click."));
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}
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else
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{
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Owner.PopupMessage(user, Loc.GetString("No receivers connected."));
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}
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}
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}
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}
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