55 lines
1.9 KiB
C#
55 lines
1.9 KiB
C#
using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Explosion.Components
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{
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[RegisterComponent, NetworkedComponent]
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public sealed partial class OnUseTimerTriggerComponent : Component
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{
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[DataField] public float Delay = 1f;
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/// <summary>
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/// If not null, a user can use verbs to configure the delay to one of these options.
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/// </summary>
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[DataField] public List<float>? DelayOptions = null;
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/// <summary>
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/// If not null, this timer will periodically play this sound while active.
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/// </summary>
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[DataField] public SoundSpecifier? BeepSound;
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/// <summary>
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/// Time before beeping starts. Defaults to a single beep interval. If set to zero, will emit a beep immediately after use.
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/// </summary>
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[DataField] public float? InitialBeepDelay;
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[DataField] public float BeepInterval = 1;
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/// <summary>
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/// Whether the timer should instead be activated through a verb in the right-click menu
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/// </summary>
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[DataField] public bool UseVerbInstead = false;
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/// <summary>
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/// Should timer be started when it was stuck to another entity.
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/// Used for C4 charges and similar behaviour.
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/// </summary>
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[DataField] public bool StartOnStick;
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/// <summary>
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/// Allows changing the start-on-stick quality.
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/// </summary>
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[DataField("canToggleStartOnStick")] public bool AllowToggleStartOnStick;
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/// <summary>
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/// Whether you can examine the item to see its timer or not.
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/// </summary>
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[DataField] public bool Examinable = true;
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/// <summary>
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/// Whether or not to show the user a popup when starting the timer.
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/// </summary>
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[DataField] public bool DoPopup = true;
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}
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}
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