Refactor serialization copying to use source generators (#19412)
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@@ -1,7 +1,7 @@
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namespace Content.Server.Light.Components;
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[RegisterComponent]
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public sealed class ActiveEmergencyLightComponent : Component
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public sealed partial class ActiveEmergencyLightComponent : Component
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{
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}
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@@ -7,7 +7,7 @@ namespace Content.Server.Light.Components
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/// Component that represents an emergency light, it has an internal battery that charges when the power is on.
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/// </summary>
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[RegisterComponent, Access(typeof(EmergencyLightSystem))]
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public sealed class EmergencyLightComponent : SharedEmergencyLightComponent
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public sealed partial class EmergencyLightComponent : SharedEmergencyLightComponent
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{
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[ViewVariables]
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public EmergencyLightState State;
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@@ -6,7 +6,7 @@ namespace Content.Server.Light.Components
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/// Component that represents a handheld expendable light which can be activated and eventually dies over time.
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/// </summary>
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[RegisterComponent]
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public sealed class ExpendableLightComponent : SharedExpendableLightComponent
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public sealed partial class ExpendableLightComponent : SharedExpendableLightComponent
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{
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/// <summary>
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/// Status of light, whether or not it is emitting light.
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@@ -6,7 +6,7 @@ namespace Content.Server.Light.Components
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/// A component which applies a specific behaviour to a PointLightComponent on its owner.
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/// </summary>
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[RegisterComponent]
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public sealed class LightBehaviourComponent : SharedLightBehaviourComponent
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public sealed partial class LightBehaviourComponent : SharedLightBehaviourComponent
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{
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}
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@@ -10,7 +10,7 @@ namespace Content.Server.Light.Components;
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/// Can be reloaded by new light tubes or light bulbs
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/// </summary>
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[RegisterComponent, Access(typeof(LightReplacerSystem))]
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public sealed class LightReplacerComponent : Component
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public sealed partial class LightReplacerComponent : Component
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{
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[DataField("sound")]
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public SoundSpecifier Sound = new SoundPathSpecifier("/Audio/Weapons/click.ogg")
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@@ -9,7 +9,7 @@ namespace Content.Server.Light.Components
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/// state of an entity.
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/// </summary>
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[RegisterComponent, Access(typeof(PoweredLightSystem))]
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public sealed class LitOnPoweredComponent : Component
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public sealed partial class LitOnPoweredComponent : Component
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{
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}
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}
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@@ -3,7 +3,7 @@
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// TODO make changes in icons when different threshold reached
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// e.g. different icons for 10% 50% 100%
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[RegisterComponent]
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public sealed class MatchboxComponent : Component
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public sealed partial class MatchboxComponent : Component
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{
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}
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}
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@@ -6,7 +6,7 @@ namespace Content.Server.Light.Components
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{
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[RegisterComponent]
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[Access(typeof(MatchstickSystem))]
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public sealed class MatchstickComponent : Component
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public sealed partial class MatchstickComponent : Component
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{
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/// <summary>
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/// Current state to matchstick. Can be <code>Unlit</code>, <code>Lit</code> or <code>Burnt</code>.
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@@ -13,7 +13,7 @@ namespace Content.Server.Light.Components
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/// Component that represents a wall light. It has a light bulb that can be replaced when broken.
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/// </summary>
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[RegisterComponent, Access(typeof(PoweredLightSystem))]
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public sealed class PoweredLightComponent : Component
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public sealed partial class PoweredLightComponent : Component
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{
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[DataField("burnHandSound")]
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public SoundSpecifier BurnHandSound = new SoundPathSpecifier("/Audio/Effects/lightburn.ogg");
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