54 lines
1.3 KiB
C#
54 lines
1.3 KiB
C#
using System;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Buckle
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{
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public abstract class SharedBuckleComponent : Component, IActionBlocker, IEffectBlocker
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{
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public sealed override string Name => "Buckle";
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public sealed override uint? NetID => ContentNetIDs.BUCKLE;
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/// <summary>
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/// True if the entity is buckled, false otherwise.
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/// </summary>
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public abstract bool Buckled { get; }
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bool IActionBlocker.CanMove()
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{
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return !Buckled;
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}
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bool IActionBlocker.CanChangeDirection()
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{
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return !Buckled;
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}
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bool IEffectBlocker.CanFall()
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{
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return !Buckled;
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}
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}
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[Serializable, NetSerializable]
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public sealed class BuckleComponentState : ComponentState
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{
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public BuckleComponentState(bool buckled, int? drawDepth) : base(ContentNetIDs.BUCKLE)
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{
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Buckled = buckled;
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DrawDepth = drawDepth;
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}
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public bool Buckled { get; }
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public int? DrawDepth;
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}
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[Serializable, NetSerializable]
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public enum BuckleVisuals
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{
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Buckled
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}
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}
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