* Add missing Dispose method to ForensicScannerBoundUserInterface. * Remove old code from ForensicScanner. * Prevent forensic scanner from being used on the floor and allow its window to stay open when active hand is swapped. * Use more standardized UI code for ForensicScanner. * Add a delay to ForensicScanner printing. * Show name of what was scanned on ForensicScanner UI. * Add a print sound for ForensicScanner. * Add more error reporting for ForensicScanner. * Centralize common logic in ForensicScannerSystem. * Allow ForensicScanner blank printouts. * Tweak ForensicScanner audio parameters.
71 lines
2.5 KiB
C#
71 lines
2.5 KiB
C#
using System.Threading;
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using Robust.Shared.Audio;
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namespace Content.Server.Forensics
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{
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[RegisterComponent]
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public sealed class ForensicScannerComponent : Component
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{
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public CancellationTokenSource? CancelToken;
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/// <summary>
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/// A list of fingerprint GUIDs that the forensic scanner found from the <see cref="ForensicsComponent"/> on an entity.
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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public List<string> Fingerprints = new();
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/// <summary>
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/// A list of glove fibers that the forensic scanner found from the <see cref="ForensicsComponent"/> on an entity.
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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public List<string> Fibers = new();
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/// <summary>
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/// What is the name of the entity that was scanned last?
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/// </summary>
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/// <remarks>
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/// This will be used for the title of the printout and displayed to players.
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/// </remarks>
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[ViewVariables(VVAccess.ReadOnly)]
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public string LastScannedName = string.Empty;
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/// <summary>
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/// When will the scanner be ready to print again?
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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public TimeSpan PrintReadyAt = TimeSpan.Zero;
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/// <summary>
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/// The time (in seconds) that it takes to scan an entity.
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/// </summary>
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[DataField("scanDelay")]
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public float ScanDelay = 3.0f;
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/// <summary>
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/// How often can the scanner print out reports?
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/// </summary>
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[DataField("printCooldown")]
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public TimeSpan PrintCooldown = TimeSpan.FromSeconds(5);
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/// <summary>
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/// The sound that's played when there's a match between a scan and an
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/// inserted forensic pad.
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/// </summary>
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[DataField("soundMatch")]
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public SoundSpecifier SoundMatch = new SoundPathSpecifier("/Audio/Machines/Nuke/angry_beep.ogg");
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/// <summary>
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/// The sound that's played when there's no match between a scan and an
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/// inserted forensic pad.
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/// </summary>
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[DataField("soundNoMatch")]
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public SoundSpecifier SoundNoMatch = new SoundPathSpecifier("/Audio/Machines/airlock_deny.ogg");
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/// <summary>
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/// The sound that's played when the scanner prints off a report.
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/// </summary>
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[DataField("soundPrint")]
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public SoundSpecifier SoundPrint = new SoundPathSpecifier("/Audio/Machines/short_print_and_rip.ogg");
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}
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}
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