BatteryWeaponFireModes refactor (#24502)
* BatteryWeaponFireModes refactor Made the code a bit better but still needs integrating into attachments. * murder * Fix serialization * weh * weh
This commit is contained in:
@@ -0,0 +1,45 @@
|
||||
using Content.Shared.Weapons.Ranged.Systems;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.Weapons.Ranged.Components;
|
||||
|
||||
/// <summary>
|
||||
/// Allows battery weapons to fire different types of projectiles
|
||||
/// </summary>
|
||||
[RegisterComponent, NetworkedComponent]
|
||||
[Access(typeof(BatteryWeaponFireModesSystem))]
|
||||
[AutoGenerateComponentState]
|
||||
public sealed partial class BatteryWeaponFireModesComponent : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// A list of the different firing modes the weapon can switch between
|
||||
/// </summary>
|
||||
[DataField(required: true)]
|
||||
[AutoNetworkedField]
|
||||
public List<BatteryWeaponFireMode> FireModes = new();
|
||||
|
||||
/// <summary>
|
||||
/// The currently selected firing mode
|
||||
/// </summary>
|
||||
[DataField]
|
||||
[AutoNetworkedField]
|
||||
public int CurrentFireMode;
|
||||
}
|
||||
|
||||
[DataDefinition, Serializable, NetSerializable]
|
||||
public sealed partial class BatteryWeaponFireMode
|
||||
{
|
||||
/// <summary>
|
||||
/// The projectile prototype associated with this firing mode
|
||||
/// </summary>
|
||||
[DataField("proto", required: true)]
|
||||
public EntProtoId Prototype = default!;
|
||||
|
||||
/// <summary>
|
||||
/// The battery cost to fire the projectile associated with this firing mode
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public float FireCost = 100;
|
||||
}
|
||||
Reference in New Issue
Block a user