* Add test that puts all components on an entity and checks for no exceptions Also fix all the exceptions that happened because of this * Add comments to the test * Fix nullable errors * Fix more nullable errors * More nullable error fixes * Unignore basic actor component * Fix more nullable errors * NULLABLE ERROR * Add string interpolation * Merge if checks * Remove redundant pragma warning disable 649 * Address reviews * Remove null wrappers around TryGetComponent * Merge conflict fixes * APC battery component error fix * Fix power test * Fix atmos mapgrid usages
54 lines
1.6 KiB
C#
54 lines
1.6 KiB
C#
using System;
|
|
using Content.Server.GameObjects.Components.Weapon;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.GameObjects.Components;
|
|
using Robust.Shared.Interfaces.GameObjects;
|
|
using Robust.Shared.Serialization;
|
|
|
|
namespace Content.Server.GameObjects.Components.Projectiles
|
|
{
|
|
/// <summary>
|
|
/// Upon colliding with an object this will flash in an area around it
|
|
/// </summary>
|
|
[RegisterComponent]
|
|
public class FlashProjectileComponent : Component, ICollideBehavior
|
|
{
|
|
public override string Name => "FlashProjectile";
|
|
|
|
private float _range;
|
|
private float _duration;
|
|
|
|
private bool _flashed;
|
|
|
|
public override void ExposeData(ObjectSerializer serializer)
|
|
{
|
|
base.ExposeData(serializer);
|
|
serializer.DataField(ref _range, "range", 1.0f);
|
|
serializer.DataField(ref _duration, "duration", 8.0f);
|
|
}
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
// Shouldn't be using this without a ProjectileComponent because it will just immediately collide with thrower
|
|
Owner.EnsureComponent<ProjectileComponent>();
|
|
}
|
|
|
|
void ICollideBehavior.CollideWith(IEntity entity)
|
|
{
|
|
if (_flashed)
|
|
{
|
|
return;
|
|
}
|
|
FlashableComponent.FlashAreaHelper(Owner, _range, _duration);
|
|
_flashed = true;
|
|
}
|
|
|
|
// Projectile should handle the deleting
|
|
void ICollideBehavior.PostCollide(int collisionCount)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|