Files
tbd-station-14/Content.Shared/GameObjects/Components/Disposal/SharedDisposalUnitComponent.cs
Julian Giebel c00a08f504 Add disposal-charging state to disposal rsi (#1649)
Add charging state to UpdateVisualState in Content.Server/DisposalUnitComponent
2020-08-11 17:52:37 +02:00

101 lines
2.5 KiB
C#

using System;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components.UserInterface;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Disposal
{
public abstract class SharedDisposalUnitComponent : Component
{
public override string Name => "DisposalUnit";
[Serializable, NetSerializable]
public enum Visuals
{
VisualState,
Handle,
Light
}
[Serializable, NetSerializable]
public enum VisualState
{
UnAnchored,
Anchored,
Flushing,
Charging
}
[Serializable, NetSerializable]
public enum HandleState
{
Normal,
Engaged
}
[Serializable, NetSerializable]
public enum LightState
{
Off,
Charging,
Full,
Ready
}
[Serializable, NetSerializable]
public enum UiButton
{
Eject,
Engage,
Power
}
[Serializable, NetSerializable]
public enum State
{
Ready,
Pressurizing
}
[Serializable, NetSerializable]
public class DisposalUnitBoundUserInterfaceState : BoundUserInterfaceState
{
public readonly string UnitName;
public readonly string UnitState;
public readonly float Pressure;
public readonly bool Powered;
public readonly bool Engaged;
public DisposalUnitBoundUserInterfaceState(string unitName, string unitState, float pressure, bool powered,
bool engaged)
{
UnitName = unitName;
UnitState = unitState;
Pressure = pressure;
Powered = powered;
Engaged = engaged;
}
}
/// <summary>
/// Message data sent from client to server when a disposal unit ui button is pressed.
/// </summary>
[Serializable, NetSerializable]
public class UiButtonPressedMessage : BoundUserInterfaceMessage
{
public readonly UiButton Button;
public UiButtonPressedMessage(UiButton button)
{
Button = button;
}
}
[Serializable, NetSerializable]
public enum DisposalUnitUiKey
{
Key
}
}
}