Update trivial components to use auto comp states (#20539)

This commit is contained in:
DrSmugleaf
2023-09-28 16:20:29 -07:00
committed by GitHub
parent 14cfe44ece
commit a44fa86b68
158 changed files with 806 additions and 2866 deletions

View File

@@ -1,60 +1,30 @@
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Emoting;
namespace Content.Shared.Emoting
public sealed class EmoteSystem : EntitySystem
{
public sealed class EmoteSystem : EntitySystem
public override void Initialize()
{
public override void Initialize()
{
base.Initialize();
base.Initialize();
SubscribeLocalEvent<EmoteAttemptEvent>(OnEmoteAttempt);
SubscribeLocalEvent<EmotingComponent, ComponentGetState>(OnEmotingGetState);
SubscribeLocalEvent<EmotingComponent, ComponentHandleState>(OnEmotingHandleState);
}
SubscribeLocalEvent<EmoteAttemptEvent>(OnEmoteAttempt);
}
public void SetEmoting(EntityUid uid, bool value, EmotingComponent? component = null)
{
if (value && !Resolve(uid, ref component))
return;
public void SetEmoting(EntityUid uid, bool value, EmotingComponent? component = null)
{
if (value && !Resolve(uid, ref component))
return;
component = EnsureComp<EmotingComponent>(uid);
component = EnsureComp<EmotingComponent>(uid);
if (component.Enabled == value)
return;
if (component.Enabled == value)
return;
Dirty(component);
}
Dirty(component);
}
private void OnEmotingHandleState(EntityUid uid, EmotingComponent component, ref ComponentHandleState args)
{
if (args.Current is not EmotingComponentState state)
return;
component.Enabled = state.Enabled;
}
private void OnEmotingGetState(EntityUid uid, EmotingComponent component, ref ComponentGetState args)
{
args.State = new EmotingComponentState(component.Enabled);
}
private void OnEmoteAttempt(EmoteAttemptEvent args)
{
if (!TryComp(args.Uid, out EmotingComponent? emote) || !emote.Enabled)
args.Cancel();
}
[Serializable, NetSerializable]
private sealed class EmotingComponentState : ComponentState
{
public bool Enabled { get; }
public EmotingComponentState(bool enabled)
{
Enabled = enabled;
}
}
private void OnEmoteAttempt(EmoteAttemptEvent args)
{
if (!TryComp(args.Uid, out EmotingComponent? emote) || !emote.Enabled)
args.Cancel();
}
}