50 lines
1.6 KiB
C#
50 lines
1.6 KiB
C#
using Content.Shared.CCVar;
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using Content.Shared.StatusIcon;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.SSDIndicator;
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/// <summary>
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/// Shows status icon when an entity is SSD, based on if a player is attached or not.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[AutoGenerateComponentState, AutoGenerateComponentPause]
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public sealed partial class SSDIndicatorComponent : Component
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{
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/// <summary>
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/// Whether or not the entity is SSD.
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/// </summary>
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[AutoNetworkedField]
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[DataField, ViewVariables(VVAccess.ReadOnly)]
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public bool IsSSD = true;
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/// <summary>
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/// The icon displayed next to the associated entity when it is SSD.
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/// </summary>
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[DataField]
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public ProtoId<SsdIconPrototype> Icon = "SSDIcon";
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/// <summary>
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/// The time at which the entity will fall asleep, if <see cref="CCVars.ICSSDSleep"/> is true.
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/// </summary>
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[AutoNetworkedField, AutoPausedField]
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[Access(typeof(SSDIndicatorSystem))]
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan FallAsleepTime = TimeSpan.Zero;
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/// <summary>
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/// The next time this component will be updated.
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/// </summary>
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[AutoNetworkedField, AutoPausedField]
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan NextUpdate = TimeSpan.Zero;
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/// <summary>
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/// The time between updates checking if the entity should be force slept.
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/// </summary>
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[DataField]
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public TimeSpan UpdateInterval = TimeSpan.FromSeconds(1);
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}
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