* Early commit * Early commit 2 * merging master broke my git * does anyone even read these * life is fleeting * it just works * this time passing integration tests * Remove hashset yaml serialization for now * You got a license for those nullables? * No examine, no context menu, part and mechanism parenting and visibility * Fix wrong brain sprite state * Removing layers was a mistake * just tear body system a new one and see if it still breathes * Remove redundant code * Add that comment back * Separate damage and body, component states, stomach rework * Add containers for body parts * Bring layers back pls * Fix parts magically changing color * Reimplement sprite layer visibility * Fix tests * Add leg test * Active legs is gone Crab rave * Merge fixes, rename DamageState to CurrentState * Remove IShowContextMenu and ICanExamine
26 lines
844 B
C#
26 lines
844 B
C#
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.Serialization;
|
|
|
|
namespace Content.Shared.GameObjects.Components.Body.Part.Property
|
|
{
|
|
/// <summary>
|
|
/// Property attachable to a <see cref="IBodyPart"/>.
|
|
/// For example, this is used to define the speed capabilities of a
|
|
/// leg. The movement system will look for a LegProperty on all BodyParts.
|
|
/// </summary>
|
|
public abstract class BodyPartPropertyComponent : Component, IBodyPartProperty
|
|
{
|
|
/// <summary>
|
|
/// Whether this property is currently active.
|
|
/// </summary>
|
|
public bool Active { get; set; }
|
|
|
|
public override void ExposeData(ObjectSerializer serializer)
|
|
{
|
|
base.ExposeData(serializer);
|
|
|
|
serializer.DataField(this, b => b.Active, "active", true);
|
|
}
|
|
}
|
|
}
|