* 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
63 lines
1.3 KiB
C#
63 lines
1.3 KiB
C#
using Content.Shared.Actions;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Mech;
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[Serializable, NetSerializable]
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public enum MechVisuals : byte
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{
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Open, //whether or not it's open and has a rider
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Broken //if it broke and no longer works.
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}
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[Serializable, NetSerializable]
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public enum MechAssemblyVisuals : byte
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{
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State
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}
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[Serializable, NetSerializable]
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public enum MechVisualLayers : byte
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{
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Base
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}
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/// <summary>
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/// Event raised on equipment when it is inserted into a mech
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/// </summary>
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[ByRefEvent]
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public readonly record struct MechEquipmentInsertedEvent(EntityUid Mech)
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{
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public readonly EntityUid Mech = Mech;
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}
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/// <summary>
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/// Event raised on equipment when it is removed from a mech
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/// </summary>
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[ByRefEvent]
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public readonly record struct MechEquipmentRemovedEvent(EntityUid Mech)
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{
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public readonly EntityUid Mech = Mech;
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}
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/// <summary>
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/// Raised on the mech equipment before it is going to be removed.
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/// </summary>
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[ByRefEvent]
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public record struct AttemptRemoveMechEquipmentEvent()
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{
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public bool Cancelled = false;
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}
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public sealed class MechToggleEquipmentEvent : InstantActionEvent
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{
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}
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public sealed class MechOpenUiEvent : InstantActionEvent
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{
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}
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public sealed class MechEjectPilotEvent : InstantActionEvent
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{
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}
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