* Functioning ECS verbs Currently only ID card console works. * Changed verb types and allow ID card insertions * Verb GUI sorting and verb networking * More networking, and shared components * Clientside verbs work now. * Verb enums changed to bitmask flags * Verb Categories redo * Fix range check * GasTank Verb * Remove unnecessary bodypart verb * Buckle Verb * buckle & unbuckle verbs * Updated range checks * Item cabinet verbs * Add range user override * construction verb * Chemistry machine verbs * Climb Verb * Generalise pulled entity verbs * ViewVariables Verb * rejuvenate, delete, sentient, control verbs * Outfit verb * inrangeunoccluded and tubedirection verbs * attach-to verbs * remove unused verbs and move VV * Rename DebugVerbSystem * Ghost role and pointing verbs * Remove global verbs * Allow verbs to raise events * Changing categories and simplifying debug verbs * Add rotate and flip verbs * fix rejuvenate test * redo context menu * new Add Gas debug verb * Add Set Temperature debug verb * Uncuff verb * Disposal unit verbs * Add pickup verb * lock/unlock verb * Remove verb type, add specific verb events * rename verb messages -> events * Context menu displays verbs by interaction type * Updated context menu HandleMove previously, checked if entities moved 1 tile from click location. Now checks if entities moved out of view. Now you can actually right-click interact with yourself while walking! * Misc Verb menu GUI changes * Fix non-human/ghost verbs * Update types and categories * Allow non-ghost/human to open context menu * configuration verb * tagger verb * Morgue Verbs * Medical Scanner Verbs * Fix solution refactor merge issues * Fix context menu in-view check * Remove prepare GUI * Redo verb restrictions * Fix context menu UI * Disposal Verbs * Spill verb * Light verb * Hand Held light verb * power cell verbs * storage verbs and adding names to insert/eject * Pulling verb * Close context menu on verb execution * Strip verb * AmmoBox verb * fix pull verb * gun barrel verbs revolver verb energy weapon verbs Bolt action verb * Magazine gun barrel verbs * Add charger verbs * PDA verbs * Transfer amount verb * Add reagent verb * make alt-click use ECS verbs * Delete old verb files * Magboot verb * finalising tweaks * context menu visibility changes * code cleanup * Update AdminAddReagentUI.cs * Remove HasFlag * Consistent verb keys * Remove Linq, add comment * Fix in-inventory check * Update GUI text alignment and padding * Added close-menu option * Changed some "interaction" verbs to "activation" * Remove verb keys, use sorted sets * fix master merge * update some verb text * Undo Changes Remove some new verbs that can be added later undid some .ftl bugfixes, can and should be done separately * fix merge * Undo file rename * fix merge * Misc Cleanup * remove contraction * Fix keybinding issue * fix comment * merge fix * fix merge * fix merge * fix merge * fix merge * fix open-close verbs * adjust uncuff verb * fix merge and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
84 lines
2.4 KiB
C#
84 lines
2.4 KiB
C#
using System;
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using Content.Shared.Sound;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.Light.Component
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{
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[Serializable, NetSerializable]
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public enum ExpendableLightVisuals
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{
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State,
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Behavior
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}
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[Serializable, NetSerializable]
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public enum ExpendableLightState
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{
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BrandNew,
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Lit,
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Fading,
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Dead
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}
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[NetworkedComponent]
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public abstract class SharedExpendableLightComponent: Robust.Shared.GameObjects.Component
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{
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public static readonly AudioParams LoopedSoundParams = new(0, 1, "Master", 62.5f, 1, 1, true, 0.3f);
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public sealed override string Name => "ExpendableLight";
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[ViewVariables(VVAccess.ReadOnly)]
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public ExpendableLightState CurrentState { get; set; }
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[ViewVariables]
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[DataField("turnOnBehaviourID")]
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protected string TurnOnBehaviourID { get; set; } = string.Empty;
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[ViewVariables]
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[DataField("fadeOutBehaviourID")]
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protected string FadeOutBehaviourID { get; set; } = string.Empty;
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[ViewVariables]
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[DataField("glowDuration")]
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protected float GlowDuration { get; set; } = 60 * 15f;
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[ViewVariables]
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[DataField("fadeOutDuration")]
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protected float FadeOutDuration { get; set; } = 60 * 5f;
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[ViewVariables]
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[DataField("spentDesc")]
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protected string SpentDesc { get; set; } = string.Empty;
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[ViewVariables]
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[DataField("spentName")]
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protected string SpentName { get; set; } = string.Empty;
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[ViewVariables]
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[DataField("iconStateSpent")]
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protected string IconStateSpent { get; set; } = string.Empty;
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[ViewVariables]
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[DataField("iconStateOn")]
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protected string IconStateLit { get; set; } = string.Empty;
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[ViewVariables]
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[DataField("litSound", required: true)]
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protected SoundSpecifier LitSound { get; set; } = default!;
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[ViewVariables]
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[DataField("loopedSound")]
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public string? LoopedSound { get; set; } = null;
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[ViewVariables]
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[DataField("dieSound")]
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protected SoundSpecifier? DieSound { get; set; } = null;
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}
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}
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