Files
tbd-station-14/Content.Shared/GameObjects/Components/Body/Behavior/MechanismBehaviorComponent.cs
DrSmugleaf dd385a0511 Change all of body system to use entities and components (#2074)
* 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
2020-10-10 15:25:13 +02:00

87 lines
3.1 KiB
C#

#nullable enable
using Content.Shared.GameObjects.Components.Body.Mechanism;
using Content.Shared.GameObjects.Components.Body.Part;
using Robust.Shared.GameObjects;
namespace Content.Shared.GameObjects.Components.Body.Behavior
{
public abstract class MechanismBehaviorComponent : Component, IMechanismBehavior
{
public IBody? Body => Part?.Body;
public IBodyPart? Part => Mechanism?.Part;
public IMechanism? Mechanism => Owner.GetComponentOrNull<IMechanism>();
public abstract void Update(float frameTime);
/// <summary>
/// Called when the containing <see cref="IBodyPart"/> is attached to a
/// <see cref="IBody"/>.
/// For instance, attaching a head to a body will call this on the brain inside.
/// </summary>
public void AddedToBody()
{
OnAddedToBody();
}
/// <summary>
/// Called when the parent <see cref="Mechanism"/> is
/// added into a <see cref="IBodyPart"/>.
/// For instance, putting a brain into an empty head.
/// </summary>
public void AddedToPart()
{
OnAddedToPart();
}
/// <summary>
/// Called when the containing <see cref="IBodyPart"/> is removed from a
/// <see cref="IBody"/>.
/// For instance, cutting off ones head will call this on the brain inside.
/// </summary>
public void RemovedFromBody(IBody old)
{
OnRemovedFromBody(old);
}
/// <summary>
/// Called when the parent <see cref="Mechanism"/> is
/// removed from a <see cref="IBodyPart"/>.
/// For instance, taking a brain out of ones head.
/// </summary>
public void RemovedFromPart(IBodyPart old)
{
OnRemovedFromPart(old);
}
/// <summary>
/// Called when the containing <see cref="IBodyPart"/> is attached to a
/// <see cref="IBody"/>.
/// For instance, attaching a head to a body will call this on the brain inside.
/// </summary>
protected virtual void OnAddedToBody() { }
/// <summary>
/// Called when the parent <see cref="Mechanism"/> is
/// added into a <see cref="IBodyPart"/>.
/// For instance, putting a brain into an empty head.
/// </summary>
protected virtual void OnAddedToPart() { }
/// <summary>
/// Called when the containing <see cref="IBodyPart"/> is removed from a
/// <see cref="IBody"/>.
/// For instance, cutting off ones head will call this on the brain inside.
/// </summary>
protected virtual void OnRemovedFromBody(IBody old) { }
/// <summary>
/// Called when the parent <see cref="Mechanism"/> is
/// removed from a <see cref="IBodyPart"/>.
/// For instance, taking a brain out of ones head.
/// </summary>
protected virtual void OnRemovedFromPart(IBodyPart old) { }
}
}