48 lines
1.4 KiB
C#
48 lines
1.4 KiB
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Radiation
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{
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[NetworkedComponent()]
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public abstract class SharedRadiationPulseComponent : Component
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{
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[DataField("radsPerSecond")]
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public float RadsPerSecond { get; set; } = 1;
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/// <summary>
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/// Radius of the pulse from its position
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/// </summary>
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public virtual float Range { get; set; }
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public virtual bool Decay { get; set; }
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public virtual bool Draw { get; set; }
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public virtual TimeSpan StartTime { get; }
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public virtual TimeSpan EndTime { get; }
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}
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/// <summary>
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/// For syncing the pulse's lifespan between client and server for the overlay
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class RadiationPulseState : ComponentState
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{
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// not networking RadsPerSecond because damage is only ever dealt by server-side systems.
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public readonly float Range;
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public readonly bool Draw;
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public readonly bool Decay;
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public readonly TimeSpan StartTime;
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public readonly TimeSpan EndTime;
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public RadiationPulseState(float range, bool draw, bool decay, TimeSpan startTime, TimeSpan endTime)
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{
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Range = range;
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Draw = draw;
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Decay = decay;
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StartTime = startTime;
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EndTime = endTime;
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}
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}
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}
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