50 lines
1.7 KiB
C#
50 lines
1.7 KiB
C#
using Content.Shared.FixedPoint;
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using Content.Shared.ProximityDetection.Systems;
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using Content.Shared.Whitelist;
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using Robust.Shared.GameStates;
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namespace Content.Shared.ProximityDetection.Components;
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/// <summary>
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/// This is 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, AutoGenerateComponentState ,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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/// Whether or not it's on.
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/// </summary>
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[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
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public bool Enabled = true;
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/// <summary>
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/// The criteria used to filter entities
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/// Note: RequireAll is only supported for tags, all components are required to count as a match!
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/// </summary>
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[DataField( required: true), AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
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public EntityWhitelist Criteria = new();
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/// <summary>
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/// Found Entity
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public EntityUid? TargetEnt;
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/// <summary>
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/// Distance to Found Entity
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public FixedPoint2 Distance = -1;
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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, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public FixedPoint2 Range = 10f;
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public float AccumulatedFrameTime;
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[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public float UpdateRate = 0.3f;
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}
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