Update trivial components to use auto comp states (#20539)
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@@ -1,65 +1,43 @@
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using Content.Shared.Containers.ItemSlots;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Cabinet;
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/// <summary>
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/// Used for entities that can be opened, closed, and can hold one item. E.g., fire extinguisher cabinets.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class ItemCabinetComponent : Component
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{
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/// <summary>
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/// Sound to be played when the cabinet door is opened.
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/// </summary>
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[DataField("doorSound"), ViewVariables(VVAccess.ReadWrite)]
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[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
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public SoundSpecifier? DoorSound;
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/// <summary>
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/// The <see cref="ItemSlot"/> that stores the actual item. The entity whitelist, sounds, and other
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/// behaviours are specified by this <see cref="ItemSlot"/> definition.
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/// </summary>
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[DataField("cabinetSlot"), ViewVariables]
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[DataField, ViewVariables]
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public ItemSlot CabinetSlot = new();
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/// <summary>
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/// Whether the cabinet is currently open or not.
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/// </summary>
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[DataField("opened")]
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[DataField, AutoNetworkedField]
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public bool Opened;
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/// <summary>
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/// The state for when the cabinet is open
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/// </summary>
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[DataField("openState"), ViewVariables(VVAccess.ReadWrite)]
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[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
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public string? OpenState;
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/// <summary>
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/// The state for when the cabinet is closed
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/// </summary>
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[DataField("closedState"), ViewVariables(VVAccess.ReadWrite)]
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[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
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public string? ClosedState;
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}
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[Serializable, NetSerializable]
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public sealed class ItemCabinetComponentState : ComponentState
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{
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public SoundSpecifier? DoorSound;
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public bool Opened;
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public string? OpenState;
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public string? ClosedState;
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public ItemCabinetComponentState(SoundSpecifier? doorSound, bool opened, string? openState, string? closedState)
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{
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DoorSound = doorSound;
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Opened = opened;
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OpenState = openState;
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ClosedState = closedState;
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}
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}
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@@ -4,7 +4,6 @@ using Content.Shared.Lock;
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using Content.Shared.Verbs;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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@@ -19,9 +18,6 @@ public abstract class SharedItemCabinetSystem : EntitySystem
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<ItemCabinetComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<ItemCabinetComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<ItemCabinetComponent, ComponentInit>(OnComponentInit);
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SubscribeLocalEvent<ItemCabinetComponent, ComponentRemove>(OnComponentRemove);
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SubscribeLocalEvent<ItemCabinetComponent, ComponentStartup>(OnComponentStartup);
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@@ -35,24 +31,6 @@ public abstract class SharedItemCabinetSystem : EntitySystem
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SubscribeLocalEvent<ItemCabinetComponent, LockToggleAttemptEvent>(OnLockToggleAttempt);
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}
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private void OnGetState(EntityUid uid, ItemCabinetComponent component, ref ComponentGetState args)
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{
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args.State = new ItemCabinetComponentState(component.DoorSound,
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component.Opened,
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component.OpenState,
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component.ClosedState);
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}
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private void OnHandleState(EntityUid uid, ItemCabinetComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not ItemCabinetComponentState state)
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return;
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component.DoorSound = state.DoorSound;
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component.Opened = state.Opened;
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component.OpenState = state.OpenState;
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component.ClosedState = state.ClosedState;
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}
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private void OnComponentInit(EntityUid uid, ItemCabinetComponent cabinet, ComponentInit args)
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{
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_itemSlots.AddItemSlot(uid, "ItemCabinet", cabinet.CabinetSlot);
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