* basic system with portals & linked ents * hand tele sprites, no impl * hand tele and teleportation works * fancy it up * oog * special case projectiles * predict portal-to-portal teleportation * this stuff * check nullspace * sloth * give to rd instead * i guess this can probably happen * docs
37 lines
1.4 KiB
C#
37 lines
1.4 KiB
C#
using Content.Shared.Audio;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Teleportation.Components;
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/// <summary>
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/// Creates portals. If two are created, both are linked together--otherwise the first teleports randomly.
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/// Using it with both portals active deactivates both.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed class HandTeleporterComponent : Component
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{
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[ViewVariables, DataField("firstPortal")]
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public EntityUid? FirstPortal = null;
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[ViewVariables, DataField("secondPortal")]
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public EntityUid? SecondPortal = null;
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[DataField("firstPortalPrototype", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string FirstPortalPrototype = "PortalRed";
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[DataField("secondPortalPrototype", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string SecondPortalPrototype = "PortalBlue";
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[DataField("newPortalSound")]
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public SoundSpecifier NewPortalSound = new SoundPathSpecifier("/Audio/Machines/high_tech_confirm.ogg")
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{
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Params = AudioParams.Default.WithVolume(-2f)
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};
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[DataField("clearPortalsSound")]
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public SoundSpecifier ClearPortalsSound = new SoundPathSpecifier("/Audio/Machines/button.ogg");
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}
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