* mechs * interaction relay * atmos handling * fuck around with interaction events SPAGHETTI CODE OH MY GOD * more sprites and whatever the hell * more mech shit * more shit for equipment * starting equipment (for nukie mechs and such) * equipment cycling * starting with some of the ui * a fat chunk of ui prototyping * done tinkering with ui * a bunch of ui stuff and what have yous * cleaning up grabber and state handling * make the ui actually functional + watch me port a million icons I swear i'll prune the sprites later blease * start on construction * construction yo mamma * remove some unused files * fix a silly * make the graph sane * make it actually constructible. * print the boards as well, bozo * rebalance part prices * eject action also i appease the russians by remembering to localize * Punch Shit * make mech integrity and repairs work * Make the UI more based STOMP STOMP STOMP STOMP * make equipment even more based * batteries and other such delights * make the ui look pimpin af * make the construction mega based * UI but so epic * equipment * some sweat tweaks * damage rebalancing * restructure tech * fix some shit * mechs inherit access * make icons actually use sprite specifiers * TRAILING COMMAA!!!!! * fix a mild indentation sin * undo this change because it isn't needed * actually fix this * secret webeditting shhhh * place this tech here * comments * foo
46 lines
1.1 KiB
C#
46 lines
1.1 KiB
C#
using System.Threading;
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using Content.Shared.Mech.Components;
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namespace Content.Shared.Mech.Equipment.Components;
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/// <summary>
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/// A piece of equipment that can be installed into <see cref="SharedMechComponent"/>
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/// </summary>
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[RegisterComponent]
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public sealed class MechEquipmentComponent : Component
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{
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/// <summary>
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/// How long does it take to install this piece of equipment
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/// </summary>
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[DataField("installDuration")]
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public float InstallDuration = 5;
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/// <summary>
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/// The mech that the equipment is inside of.
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/// </summary>
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[ViewVariables]
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public EntityUid? EquipmentOwner;
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public CancellationTokenSource? TokenSource = null;
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}
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/// <summary>
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/// Raised on the equipment when the installation is finished successfully
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/// </summary>
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public sealed class MechEquipmentInstallFinished : EntityEventArgs
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{
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public EntityUid Mech;
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public MechEquipmentInstallFinished(EntityUid mech)
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{
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Mech = mech;
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}
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}
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/// <summary>
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/// Raised on the equipment when the installation fails.
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/// </summary>
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public sealed class MechEquipmentInstallCancelled : EntityEventArgs
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{
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}
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