Files
tbd-station-14/Content.Shared/GameObjects/Components/SharedDoAfterComponent.cs
metalgearsloth aba9b0e3f9 Make DoAfter visible to all (#2183)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-10-10 13:59:17 +02:00

75 lines
2.1 KiB
C#

using System;
using System.Collections.Generic;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components
{
public abstract class SharedDoAfterComponent : Component
{
public override string Name => "DoAfter";
public override uint? NetID => ContentNetIDs.DO_AFTER;
}
[Serializable, NetSerializable]
public sealed class DoAfterComponentState : ComponentState
{
public List<ClientDoAfter> DoAfters { get; }
public DoAfterComponentState(List<ClientDoAfter> doAfters) : base(ContentNetIDs.DO_AFTER)
{
DoAfters = doAfters;
}
}
[Serializable, NetSerializable]
public sealed class CancelledDoAfterMessage : ComponentMessage
{
public byte ID { get; }
public CancelledDoAfterMessage(byte id)
{
ID = id;
}
}
/// <summary>
/// We send a trimmed-down version of the DoAfter for the client for it to use.
/// </summary>
[Serializable, NetSerializable]
public sealed class ClientDoAfter
{
// To see what these do look at DoAfter and DoAfterEventArgs
public byte ID { get; }
public TimeSpan StartTime { get; }
public EntityCoordinates UserGrid { get; }
public EntityCoordinates TargetGrid { get; }
public EntityUid TargetUid { get; }
public float Delay { get; }
// TODO: The other ones need predicting
public bool BreakOnUserMove { get; }
public bool BreakOnTargetMove { get; }
public ClientDoAfter(byte id, EntityCoordinates userGrid, EntityCoordinates targetGrid, TimeSpan startTime, float delay, bool breakOnUserMove, bool breakOnTargetMove, EntityUid targetUid = default)
{
ID = id;
UserGrid = userGrid;
TargetGrid = targetGrid;
StartTime = startTime;
Delay = delay;
BreakOnUserMove = breakOnUserMove;
BreakOnTargetMove = breakOnTargetMove;
TargetUid = targetUid;
}
}
}