52 lines
1.5 KiB
C#
52 lines
1.5 KiB
C#
using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Recycling
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{
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[RegisterComponent]
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public class RecyclableComponent : Component
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{
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/// <summary>
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/// The prototype that will be spawned on recycle.
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/// </summary>
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private string _prototype;
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/// <summary>
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/// The amount of things that will be spawned on recycle.
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/// </summary>
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private int _amount;
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/// <summary>
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/// Whether this is "safe" to recycle or not.
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/// If this is false, the recycler's safety must be disabled to recycle it.
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/// </summary>
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private bool _safe;
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public override string Name => "Recyclable";
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public bool Safe => _safe;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _prototype, "prototype", string.Empty);
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serializer.DataField(ref _safe, "safe", true);
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serializer.DataField(ref _amount, "amount", 1);
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}
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public void Recycle(float efficiency = 1f)
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{
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if(!string.IsNullOrEmpty(_prototype))
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{
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for (var i = 0; i < Math.Max(_amount * efficiency, 1); i++)
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{
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Owner.EntityManager.SpawnEntity(_prototype, Owner.Transform.Coordinates);
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}
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}
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Owner.Delete();
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}
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}
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}
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