Files
tbd-station-14/Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs
metalgearsloth 58b55ba06c BatteryWeaponFireModes refactor (#24502)
* BatteryWeaponFireModes refactor

Made the code a bit better but still needs integrating into attachments.

* murder

* Fix serialization

* weh

* weh
2024-01-29 11:09:56 +11:00

46 lines
1.3 KiB
C#

using Content.Shared.Weapons.Ranged.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.Weapons.Ranged.Components;
/// <summary>
/// Allows battery weapons to fire different types of projectiles
/// </summary>
[RegisterComponent, NetworkedComponent]
[Access(typeof(BatteryWeaponFireModesSystem))]
[AutoGenerateComponentState]
public sealed partial class BatteryWeaponFireModesComponent : Component
{
/// <summary>
/// A list of the different firing modes the weapon can switch between
/// </summary>
[DataField(required: true)]
[AutoNetworkedField]
public List<BatteryWeaponFireMode> FireModes = new();
/// <summary>
/// The currently selected firing mode
/// </summary>
[DataField]
[AutoNetworkedField]
public int CurrentFireMode;
}
[DataDefinition, Serializable, NetSerializable]
public sealed partial class BatteryWeaponFireMode
{
/// <summary>
/// The projectile prototype associated with this firing mode
/// </summary>
[DataField("proto", required: true)]
public EntProtoId Prototype = default!;
/// <summary>
/// The battery cost to fire the projectile associated with this firing mode
/// </summary>
[DataField]
public float FireCost = 100;
}