52 lines
1.4 KiB
C#
52 lines
1.4 KiB
C#
using Content.Shared.Actions;
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using Content.Shared.DeviceNetwork.Components;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.DeviceNetwork.Systems;
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public abstract class SharedNetworkConfiguratorSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<NetworkConfiguratorComponent, ComponentGetState>(GetNetworkConfiguratorState);
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SubscribeLocalEvent<NetworkConfiguratorComponent, ComponentHandleState>(HandleNetworkConfiguratorState);
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}
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private void GetNetworkConfiguratorState(EntityUid uid, NetworkConfiguratorComponent comp,
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ref ComponentGetState args)
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{
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args.State = new NetworkConfiguratorComponentState(comp.ActiveDeviceList, comp.LinkModeActive);
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}
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private void HandleNetworkConfiguratorState(EntityUid uid, NetworkConfiguratorComponent comp,
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ref ComponentHandleState args)
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{
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if (args.Current is not NetworkConfiguratorComponentState state)
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{
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return;
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}
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comp.ActiveDeviceList = state.ActiveDeviceList;
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comp.LinkModeActive = state.LinkModeActive;
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}
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}
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public sealed partial class ClearAllOverlaysEvent : InstantActionEvent
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{
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}
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[Serializable, NetSerializable]
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public enum NetworkConfiguratorVisuals
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{
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Mode
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}
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[Serializable, NetSerializable]
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public enum NetworkConfiguratorLayers
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{
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ModeLight
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}
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