* Work on abstracting out chargeup functionality/ui from grav gen * Work on station anchor * Finish implementing station anchors * uhh yeah * ok. * fix tests * whoops * Get the last extraneous yaml fail * PJB review * beast mode... ACTIVATE! --------- Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: EmoGarbage404 <retron404@gmail.com>
45 lines
1.5 KiB
C#
45 lines
1.5 KiB
C#
using Content.Shared.Power;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Gravity;
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[NetworkedComponent()]
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[Virtual]
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public partial class SharedGravityGeneratorComponent : Component
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{
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/// <summary>
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/// A map of the sprites used by the gravity generator given its status.
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/// </summary>
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[DataField("spriteMap")]
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[Access(typeof(SharedGravitySystem))]
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public Dictionary<PowerChargeStatus, string> SpriteMap = new();
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/// <summary>
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/// The sprite used by the core of the gravity generator when the gravity generator is starting up.
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/// </summary>
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[DataField("coreStartupState")]
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[ViewVariables(VVAccess.ReadWrite)]
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public string CoreStartupState = "startup";
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/// <summary>
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/// The sprite used by the core of the gravity generator when the gravity generator is idle.
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/// </summary>
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[DataField("coreIdleState")]
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[ViewVariables(VVAccess.ReadWrite)]
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public string CoreIdleState = "idle";
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/// <summary>
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/// The sprite used by the core of the gravity generator when the gravity generator is activating.
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/// </summary>
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[DataField("coreActivatingState")]
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[ViewVariables(VVAccess.ReadWrite)]
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public string CoreActivatingState = "activating";
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/// <summary>
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/// The sprite used by the core of the gravity generator when the gravity generator is active.
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/// </summary>
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[DataField("coreActivatedState")]
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[ViewVariables(VVAccess.ReadWrite)]
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public string CoreActivatedState = "activated";
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}
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