36 lines
1.2 KiB
C#
36 lines
1.2 KiB
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Trigger.Components.Effects;
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/// <summary>
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/// Removes the specified components when triggered.
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/// If TargetUser is true they will be from the user instead.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class RemoveComponentsOnTriggerComponent : BaseXOnTriggerComponent
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{
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/// <summary>
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/// The list of components that will be removed.
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/// </summary>
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/// <summary>
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/// TODO: Using a ComponentRegistry for this is cursed because it stores all the datafields along with it,
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/// but ComponentNameSerializer will complain if you have components that are not in shared.
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/// </summary>
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[DataField(required: true)]
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public ComponentRegistry Components = new();
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/// <summary>
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/// If this component has been triggered at least once already.
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/// If this is true the components have been removed.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Triggered = false;
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/// <summary>
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/// If this effect can only be triggered once.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool TriggerOnce = false;
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}
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