73 lines
1.6 KiB
C#
73 lines
1.6 KiB
C#
using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Gravity
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{
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[NetworkedComponent()]
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public class SharedGravityGeneratorComponent : Component
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{
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public override string Name => "GravityGenerator";
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/// <summary>
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/// Sent to the server to set whether the generator should be on or off
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/// </summary>
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[Serializable, NetSerializable]
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public class SwitchGeneratorMessage : BoundUserInterfaceMessage
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{
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public bool On;
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public SwitchGeneratorMessage(bool on)
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{
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On = on;
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}
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}
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/// <summary>
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/// Sent to the server when requesting the status of the generator
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/// </summary>
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[Serializable, NetSerializable]
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public class GeneratorStatusRequestMessage : BoundUserInterfaceMessage
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{
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public GeneratorStatusRequestMessage()
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{
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}
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}
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[Serializable, NetSerializable]
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public class GeneratorState : BoundUserInterfaceState
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{
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public bool On;
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public GeneratorState(bool on)
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{
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On = on;
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}
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}
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[Serializable, NetSerializable]
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public enum GravityGeneratorUiKey
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{
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Key
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}
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}
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[Serializable, NetSerializable]
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public enum GravityGeneratorVisuals
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{
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State,
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CoreVisible
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}
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[Serializable, NetSerializable]
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public enum GravityGeneratorStatus
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{
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Broken,
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Unpowered,
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Off,
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On
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}
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}
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