73 lines
3.0 KiB
C#
73 lines
3.0 KiB
C#
using Robust.Shared.GameStates;
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using Content.Shared.Singularity.EntitySystems;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Singularity.Components;
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/// <summary>
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/// A component that makes the associated entity destroy other within some distance of itself.
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/// Also makes the associated entity destroy other entities upon contact.
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/// Primarily managed by <see cref="SharedEventHorizonSystem"/> and its server/client versions.
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/// </summary>
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[Access(friends: typeof(SharedEventHorizonSystem))]
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[RegisterComponent, NetworkedComponent]
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public sealed class EventHorizonComponent : Component
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{
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/// <summary>
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/// The radius of the event horizon within which it will destroy all entities and tiles.
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/// If < 0.0 this behavior will not be active.
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/// If you want to set this go through <see cref="SharedEventHorizonSystem.SetRadius"/>.
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/// </summary>
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[DataField("radius")]
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public float Radius;
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/// <summary>
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/// Whether the event horizon can consume/destroy the devices built to contain it.
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/// If you want to set this go through <see cref="SharedEventHorizonSystem.SetCanBreachContainment"/>.
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/// </summary>
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[DataField("canBreachContainment")]
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[ViewVariables(VVAccess.ReadWrite)]
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public bool CanBreachContainment = false;
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/// <summary>
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/// The ID of the fixture used to detect if the event horizon has collided with any physics objects.
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/// Can be set to null, in which case no such fixture is used.
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/// If you want to set this go through <see cref="SharedEventHorizonSystem.SetHorizonFixtureId"/>.
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/// </summary>
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[DataField("consumerFixtureId")]
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[ViewVariables(VVAccess.ReadWrite)]
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public string? ConsumerFixtureId = "EventHorizonConsumer";
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/// <summary>
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/// The ID of the fixture used to detect if the event horizon has collided with any physics objects.
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/// Can be set to null, in which case no such fixture is used.
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/// If you want to set this go through <see cref="SharedEventHorizonSystem.SetHorizonFixtureId"/>.
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/// </summary>
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[DataField("colliderFixtureId")]
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[ViewVariables(VVAccess.ReadWrite)]
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public string? ColliderFixtureId = "EventHorizonCollider";
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/// <summary>
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/// Whether the entity this event horizon is attached to is being consumed by another event horizon.
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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public bool BeingConsumedByAnotherEventHorizon = false;
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#region Update Timing
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/// <summary>
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/// The amount of time that should elapse between this event horizon consuming everything it overlaps with.
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/// </summary>
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[DataField("consumePeriod")]
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan TargetConsumePeriod = TimeSpan.FromSeconds(0.5);
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/// <summary>
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/// The next time at which this consumed everything it overlapped with.
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly), DataField("nextConsumeWaveTime", customTypeSerializer:typeof(TimeOffsetSerializer))]
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public TimeSpan NextConsumeWaveTime;
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#endregion Update Timing
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}
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