* Remove the unnecessary NetID property from ComponentState. * Remove Component.NetworkSynchronizeExistence. * Removed Component.NetID. * Adds component netID automatic generation. * Removed NetIdAttribute from serverside components with no corresponding clientside registration. * Completely remove static NetIds. * Renamed NetIDAttribute to NetworkedComponentAttribute. * Add GenerateNetIds calls to client and server entry points. Add test to make sure auto generated NetIds are identical. * Component changes when rebasing that I am too lazy to rewrite into the branch. Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
69 lines
1.9 KiB
C#
69 lines
1.9 KiB
C#
using System;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.GameStates;
|
|
using Robust.Shared.Players;
|
|
using Robust.Shared.Serialization;
|
|
using Robust.Shared.Serialization.Manager.Attributes;
|
|
using Robust.Shared.ViewVariables;
|
|
|
|
namespace Content.Shared.Singularity.Components
|
|
{
|
|
[RegisterComponent]
|
|
[NetworkedComponent]
|
|
public class SingularityDistortionComponent : Component
|
|
{
|
|
public override string Name => "SingularityDistortion";
|
|
|
|
[DataField("intensity")]
|
|
private float _intensity = 0.25f;
|
|
|
|
[DataField("falloff")]
|
|
private float _falloff = 2;
|
|
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public float Intensity
|
|
{
|
|
get => _intensity;
|
|
set => this.SetAndDirtyIfChanged(ref _intensity, value);
|
|
}
|
|
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public float Falloff
|
|
{
|
|
get => _falloff;
|
|
set => this.SetAndDirtyIfChanged(ref _falloff, value);
|
|
}
|
|
|
|
public override ComponentState GetComponentState(ICommonSession player)
|
|
{
|
|
return new SingularityDistortionComponentState(Intensity, Falloff);
|
|
}
|
|
|
|
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
|
|
{
|
|
base.HandleComponentState(curState, nextState);
|
|
|
|
if (curState is not SingularityDistortionComponentState state)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Intensity = state.Intensity;
|
|
Falloff = state.Falloff;
|
|
}
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public class SingularityDistortionComponentState : ComponentState
|
|
{
|
|
public SingularityDistortionComponentState(float intensity, float falloff)
|
|
{
|
|
Intensity = intensity;
|
|
Falloff = falloff;
|
|
}
|
|
|
|
public float Intensity { get; }
|
|
public float Falloff { get; }
|
|
}
|
|
}
|