Files
tbd-station-14/Content.Shared/SprayPainter/Components/SprayPainterComponent.cs
deltanedas c49c78bafa spray painter rework (#23287)
* refactor and add Department to PaintableAirlock, move it to server dir since its in namespace

* add departments to doors, cleanup

* add style -> departments mapping

* AirlockDepartmentsPrototype

* update shared spray stuff to have department

* name file the same as the class name

* department optional

* refactor spray painter system + send department

* fixy

* client

* no need to rewrite ActivateableUi

* pro ops

* the reckoning

* hiss

* .

* :trollface:

* add standard atmos colors to palette

* Update Content.Shared/SprayPainter/SharedSprayPainterSystem.cs

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Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2024-02-02 09:30:46 +11:00

45 lines
1.3 KiB
C#

using Content.Shared.DoAfter;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.SprayPainter.Components;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class SprayPainterComponent : Component
{
[DataField]
public SoundSpecifier SpraySound = new SoundPathSpecifier("/Audio/Effects/spray2.ogg");
[DataField]
public TimeSpan AirlockSprayTime = TimeSpan.FromSeconds(3);
[DataField]
public TimeSpan PipeSprayTime = TimeSpan.FromSeconds(1);
/// <summary>
/// DoAfterId for airlock spraying.
/// Pipes do not track doafters so you can spray multiple at once.
/// </summary>
[DataField]
public DoAfterId? AirlockDoAfter;
/// <summary>
/// Pipe color chosen to spray with.
/// </summary>
[DataField, AutoNetworkedField]
public string? PickedColor;
/// <summary>
/// Pipe colors that can be selected.
/// </summary>
[DataField]
public Dictionary<string, Color> ColorPalette = new();
/// <summary>
/// Airlock style index selected.
/// After prototype reload this might not be the same style but it will never be out of bounds.
/// </summary>
[DataField, AutoNetworkedField]
public int Index;
}