49 lines
1.3 KiB
C#
49 lines
1.3 KiB
C#
using System;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Serialization;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Destructible.Thresholds.Behaviors
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{
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[Serializable]
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public class DoActsBehavior : IThresholdBehavior
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{
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private int _acts;
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/// <summary>
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/// What acts should be triggered upon activation.
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/// See <see cref="ActSystem"/>.
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/// </summary>
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public ThresholdActs Acts
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{
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get => (ThresholdActs) _acts;
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set => _acts = (int) value;
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}
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void IExposeData.ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(ref _acts, "acts", 0, WithFormat.Flags<ActsFlags>());
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}
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public bool HasAct(ThresholdActs act)
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{
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return (_acts & (int) act) != 0;
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}
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public void Execute(IEntity owner, DestructibleSystem system)
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{
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if (HasAct(ThresholdActs.Breakage))
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{
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system.ActSystem.HandleBreakage(owner);
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}
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if (HasAct(ThresholdActs.Destruction))
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{
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system.ActSystem.HandleDestruction(owner);
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}
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}
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}
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}
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