Move spawning collections of EntitySpawnEntry out of StorageSystem, make Butcherable use it (#7305)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -1,4 +1,5 @@
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using Content.Shared.DragDrop;
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using Content.Shared.Storage;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager.Attributes;
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@@ -13,14 +14,9 @@ namespace Content.Shared.Nutrition.Components
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[RegisterComponent]
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public sealed class SharedButcherableComponent : Component, IDraggable
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{
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//TODO: List for sub-products like animal-hides, organs and etc?
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[ViewVariables]
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[DataField("spawned", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string SpawnedPrototype = "FoodMeat";
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[ViewVariables]
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[DataField("pieces")]
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public int Pieces = 5;
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[DataField("spawned", required: true)]
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public List<EntitySpawnEntry> SpawnedEntities = new();
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[DataField("butcherDelay")]
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public float ButcherDelay = 8.0f;
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