Files
tbd-station-14/Content.Server/Singularity/Components/EmitterComponent.cs
Galactic Chimp f531c65a0b Merge branch 'master' into replace-sounds-with-sound-specifier
# Conflicts:
#	Content.Server/Actions/Actions/DisarmAction.cs
#	Content.Server/Actions/Actions/ScreamAction.cs
#	Content.Server/Arcade/Components/SpaceVillainArcadeComponent.cs
#	Content.Server/Damage/Components/DamageOnHighSpeedImpactComponent.cs
#	Content.Server/Explosion/Components/FlashExplosiveComponent.cs
#	Content.Server/Physics/Controllers/MoverController.cs
#	Content.Server/Portal/Components/PortalComponent.cs
#	Content.Server/Portal/Components/TeleporterComponent.cs
#	Content.Server/Projectiles/Components/ProjectileComponent.cs
#	Content.Server/Singularity/Components/EmitterComponent.cs
#	Content.Server/Sound/EmitSoundSystem.cs
#	Content.Server/Stunnable/Components/StunbatonComponent.cs
#	Content.Server/Tools/Components/MultitoolComponent.cs
#	Content.Server/Weapon/Ranged/Barrels/Components/ServerBatteryBarrelComponent.cs
#	Content.Shared/Gravity/GravityComponent.cs
#	Content.Shared/Light/Component/SharedExpendableLightComponent.cs
#	Content.Shared/Maps/ContentTileDefinition.cs
#	Content.Shared/Slippery/SlipperyComponent.cs
#	Content.Shared/Standing/StandingStateComponent.cs
#	Resources/Prototypes/Entities/Objects/Fun/bike_horn.yml
2021-07-25 14:12:00 +02:00

48 lines
2.0 KiB
C#

using System;
using System.Threading;
using Content.Server.Access.Components;
using Content.Server.Power.Components;
using Content.Shared.Sound;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.Singularity.Components
{
[RegisterComponent]
public class EmitterComponent : Component
{
[ComponentDependency] public readonly AppearanceComponent? Appearance = default;
[ComponentDependency] public readonly AccessReader? AccessReader = default;
[ComponentDependency] public readonly PowerConsumerComponent? PowerConsumer = default;
public override string Name => "Emitter";
public CancellationTokenSource? TimerCancel;
// whether the power switch is in "on"
[ViewVariables] public bool IsOn;
// Whether the power switch is on AND the machine has enough power (so is actively firing)
[ViewVariables] public bool IsPowered;
[ViewVariables] public bool IsLocked;
// For the "emitter fired" sound
public const float Variation = 0.25f;
public const float Volume = 0.5f;
public const float Distance = 3f;
[ViewVariables] public int FireShotCounter;
[ViewVariables] [DataField("fireSound")] public string FireSound = "/Audio/Weapons/emitter.ogg";
[ViewVariables] [DataField("boltType")] public string BoltType = "EmitterBolt";
[ViewVariables] [DataField("powerUseActive")] public int PowerUseActive = 500;
[ViewVariables] [DataField("fireBurstSize")] public int FireBurstSize = 3;
[ViewVariables] [DataField("fireInterval")] public TimeSpan FireInterval = TimeSpan.FromSeconds(2);
[ViewVariables] [DataField("fireBurstDelayMin")] public TimeSpan FireBurstDelayMin = TimeSpan.FromSeconds(2);
[ViewVariables] [DataField("fireBurstDelayMax")] public TimeSpan FireBurstDelayMax = TimeSpan.FromSeconds(10);
}
}