* Porting & implementation * Fix two stupid errors * Human not humans * fix audio path * Fix test fails & update cooldown * Work on reviews & test fail * Rework nymph organ system. * Make the nymph organs nospawn. * IsDeadIC
49 lines
1.3 KiB
C#
49 lines
1.3 KiB
C#
using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Species.Components;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class ReformComponent : Component
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{
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/// <summary>
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/// The action to use.
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/// </summary>
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[DataField(required: true)]
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public EntProtoId ActionPrototype = default!;
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[DataField, AutoNetworkedField]
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public EntityUid? ActionEntity;
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/// <summary>
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/// How long it will take to reform
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/// </summary>
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[DataField(required: true)]
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public float ReformTime = 0;
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/// <summary>
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/// Whether or not the entity should start with a cooldown
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/// </summary>
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[DataField]
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public bool StartDelayed = true;
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/// <summary>
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/// Whether or not the entity should be stunned when reforming at all
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/// </summary>
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[DataField]
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public bool ShouldStun = true;
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/// <summary>
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/// The text that appears when attempting to reform
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/// </summary>
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[DataField(required: true)]
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public string PopupText;
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/// <summary>
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/// The mob that our entity will reform into
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/// </summary>
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[DataField(required: true)]
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public EntProtoId ReformPrototype { get; private set; }
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}
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