96 lines
2.9 KiB
C#
96 lines
2.9 KiB
C#
using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Light.Components;
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[RegisterComponent, NetworkedComponent, Access(typeof(SharedHandheldLightSystem))]
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public sealed partial class HandheldLightComponent : Component
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{
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public byte? Level;
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public bool Activated;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("wattage")]
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public float Wattage { get; set; } = .8f;
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[DataField("turnOnSound")]
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public SoundSpecifier TurnOnSound = new SoundPathSpecifier("/Audio/Items/flashlight_on.ogg");
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[DataField("turnOnFailSound")]
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public SoundSpecifier TurnOnFailSound = new SoundPathSpecifier("/Audio/Machines/button.ogg");
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[DataField("turnOffSound")]
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public SoundSpecifier TurnOffSound = new SoundPathSpecifier("/Audio/Items/flashlight_off.ogg");
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/// <summary>
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/// Whether to automatically set item-prefixes when toggling the flashlight.
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/// </summary>
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/// <remarks>
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/// Flashlights should probably be using explicit unshaded sprite, in-hand and clothing layers, this is
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/// mostly here for backwards compatibility.
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/// </remarks>
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[DataField("addPrefix")]
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public bool AddPrefix = false;
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[DataField("toggleAction", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string ToggleAction = "ActionToggleLight";
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/// <summary>
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/// Whether or not the light can be toggled via standard interactions
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/// (alt verbs, using in hand, etc)
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/// </summary>
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[DataField("toggleOnInteract")]
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public bool ToggleOnInteract = true;
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[DataField("toggleActionEntity")]
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public EntityUid? ToggleActionEntity;
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[DataField]
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public EntityUid? SelfToggleActionEntity;
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public const int StatusLevels = 6;
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/// <summary>
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/// Specify the ID of the light behaviour to use when the state of the light is Dying
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/// </summary>
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[DataField("blinkingBehaviourId")]
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public string BlinkingBehaviourId { get; set; } = string.Empty;
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/// <summary>
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/// Specify the ID of the light behaviour to use when the state of the light is LowPower
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/// </summary>
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[DataField("radiatingBehaviourId")]
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public string RadiatingBehaviourId { get; set; } = string.Empty;
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[Serializable, NetSerializable]
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public sealed class HandheldLightComponentState : ComponentState
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{
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public byte? Charge { get; }
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public bool Activated { get; }
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public HandheldLightComponentState(bool activated, byte? charge)
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{
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Activated = activated;
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Charge = charge;
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}
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}
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}
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[Serializable, NetSerializable]
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public enum HandheldLightVisuals
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{
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Power
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}
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[Serializable, NetSerializable]
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public enum HandheldLightPowerStates
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{
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FullPower,
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LowPower,
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Dying,
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}
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