Files
tbd-station-14/Content.Shared/Mech/SharedMech.cs
Nemanja 913e1ee676 Exosuit: Ripley (#12668)
* 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
2022-12-10 11:05:39 -06:00

63 lines
1.3 KiB
C#

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