remove a bunch of instances of component reference (#13164)

This commit is contained in:
Nemanja
2022-12-23 23:55:31 -05:00
committed by GitHub
parent 4a37f7b917
commit 6c04811e66
64 changed files with 355 additions and 537 deletions

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@@ -1,38 +0,0 @@
using Content.Server.Buckle.Systems;
using Content.Shared.Buckle.Components;
namespace Content.Server.Buckle.Components;
/// <summary>
/// Component that handles sitting entities into <see cref="StrapComponent"/>s.
/// </summary>
[RegisterComponent]
[ComponentReference(typeof(SharedBuckleComponent))]
[Access(typeof(BuckleSystem))]
public sealed class BuckleComponent : SharedBuckleComponent
{
/// <summary>
/// The amount of time that must pass for this entity to
/// be able to unbuckle after recently buckling.
/// </summary>
[DataField("delay")]
public TimeSpan UnbuckleDelay = TimeSpan.FromSeconds(0.25f);
/// <summary>
/// The time that this entity buckled at.
/// </summary>
[ViewVariables] public TimeSpan BuckleTime;
/// <summary>
/// The strap that this component is buckled to.
/// </summary>
[ViewVariables]
public StrapComponent? BuckledTo { get; set; }
/// <summary>
/// The amount of space that this entity occupies in a
/// <see cref="StrapComponent"/>.
/// </summary>
[DataField("size")]
public int Size = 100;
}

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@@ -1,57 +0,0 @@
using Content.Server.Buckle.Systems;
using Content.Shared.Alert;
using Content.Shared.Buckle.Components;
using Robust.Shared.Audio;
namespace Content.Server.Buckle.Components;
[RegisterComponent]
[ComponentReference(typeof(SharedStrapComponent))]
[Access(typeof(BuckleSystem))]
public sealed class StrapComponent : SharedStrapComponent
{
/// <summary>
/// The angle in degrees to rotate the player by when they get strapped
/// </summary>
[DataField("rotation")]
public int Rotation { get; set; }
/// <summary>
/// The size of the strap which is compared against when buckling entities
/// </summary>
[DataField("size")]
public int Size { get; set; } = 100;
/// <summary>
/// If disabled, nothing can be buckled on this object, and it will unbuckle anything that's already buckled
/// </summary>
public bool Enabled { get; set; } = true;
/// <summary>
/// You can specify the offset the entity will have after unbuckling.
/// </summary>
[DataField("unbuckleOffset", required: false)]
public Vector2 UnbuckleOffset = Vector2.Zero;
/// <summary>
/// The sound to be played when a mob is buckled
/// </summary>
[DataField("buckleSound")]
public SoundSpecifier BuckleSound { get; } = new SoundPathSpecifier("/Audio/Effects/buckle.ogg");
/// <summary>
/// The sound to be played when a mob is unbuckled
/// </summary>
[DataField("unbuckleSound")]
public SoundSpecifier UnbuckleSound { get; } = new SoundPathSpecifier("/Audio/Effects/unbuckle.ogg");
/// <summary>
/// ID of the alert to show when buckled
/// </summary>
[DataField("buckledAlertType")]
public AlertType BuckledAlertType { get; } = AlertType.Buckled;
/// <summary>
/// The sum of the sizes of all the buckled entities in this strap
/// </summary>
public int OccupiedSize { get; set; }
}

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@@ -1,5 +1,4 @@
using System.Diagnostics.CodeAnalysis;
using Content.Server.Buckle.Components;
using Content.Server.Storage.Components;
using Content.Shared.Alert;
using Content.Shared.Bed.Sleep;
@@ -14,7 +13,6 @@ using Content.Shared.Stunnable;
using Content.Shared.Vehicle.Components;
using Content.Shared.Verbs;
using Robust.Shared.GameStates;
using Robust.Shared.Player;
namespace Content.Server.Buckle.Systems;

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@@ -1,5 +1,4 @@
using System.Linq;
using Content.Server.Buckle.Components;
using Content.Server.Construction.Completions;
using Content.Shared.Buckle.Components;
using Content.Shared.Destructible;