Refactor serialization copying to use source generators (#19412)
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@@ -4,7 +4,7 @@
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/// This is used for recharging all nearby batteries when activated
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/// </summary>
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[RegisterComponent]
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public sealed class ChargeBatteryArtifactComponent : Component
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public sealed partial class ChargeBatteryArtifactComponent : Component
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{
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/// <summary>
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/// The radius of entities that will be affected
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@@ -12,7 +12,7 @@ namespace Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Components;
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/// random chemicals upon being triggered.
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/// </summary>
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[RegisterComponent, Access(typeof(ChemicalPuddleArtifactSystem))]
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public sealed class ChemicalPuddleArtifactComponent : Component
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public sealed partial class ChemicalPuddleArtifactComponent : Component
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{
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/// <summary>
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/// The solution where all the chemicals are stored
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@@ -7,7 +7,7 @@ namespace Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Components;
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/// When activated, damages nearby entities.
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/// </summary>
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[RegisterComponent]
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public sealed class DamageNearbyArtifactComponent : Component
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public sealed partial class DamageNearbyArtifactComponent : Component
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{
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/// <summary>
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/// The radius of entities that will be affected
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@@ -7,7 +7,7 @@ namespace Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Components;
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/// </summary>
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[RegisterComponent]
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[Access(typeof(EmpArtifactSystem))]
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public sealed class EmpArtifactComponent : Component
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public sealed partial class EmpArtifactComponent : Component
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{
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[DataField("range"), ViewVariables(VVAccess.ReadWrite)]
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public float Range = 4f;
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@@ -8,7 +8,7 @@ namespace Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Components;
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/// Generates foam from the artifact when activated
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/// </summary>
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[RegisterComponent, Access(typeof(FoamArtifactSystem))]
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public sealed class FoamArtifactComponent : Component
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public sealed partial class FoamArtifactComponent : Component
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{
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/// <summary>
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/// The list of reagents that will randomly be picked from
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@@ -6,7 +6,7 @@ namespace Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Components;
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/// Spawn a random gas with random temperature when artifact activated.
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/// </summary>
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[RegisterComponent]
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public sealed class GasArtifactComponent : Component
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public sealed partial class GasArtifactComponent : Component
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{
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/// <summary>
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/// Gas that will be spawned when artifact activated.
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@@ -4,7 +4,7 @@
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/// Artifact that ignites surrounding entities when triggered.
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/// </summary>
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[RegisterComponent]
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public sealed class IgniteArtifactComponent : Component
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public sealed partial class IgniteArtifactComponent : Component
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{
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[DataField("range")]
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public float Range = 2f;
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@@ -4,7 +4,7 @@
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/// This is used for using the "knock" spell when the artifact is activated
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/// </summary>
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[RegisterComponent]
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public sealed class KnockArtifactComponent : Component
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public sealed partial class KnockArtifactComponent : Component
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{
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/// <summary>
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/// The range of the spell
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@@ -4,7 +4,7 @@
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/// Flickers all the lights within a certain radius.
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/// </summary>
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[RegisterComponent]
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public sealed class LightFlickerArtifactComponent : Component
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public sealed partial class LightFlickerArtifactComponent : Component
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{
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/// <summary>
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/// Lights within this radius will be flickered on activation
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@@ -5,6 +5,6 @@
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/// and such.
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/// </summary>
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[RegisterComponent]
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public sealed class PhasingArtifactComponent : Component
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public sealed partial class PhasingArtifactComponent : Component
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{
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}
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@@ -1,7 +1,7 @@
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namespace Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Components;
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[RegisterComponent]
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public sealed class RandomInstrumentArtifactComponent : Component
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public sealed partial class RandomInstrumentArtifactComponent : Component
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{
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}
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@@ -5,7 +5,7 @@
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/// to a random position within a certain radius
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/// </summary>
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[RegisterComponent]
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public sealed class RandomTeleportArtifactComponent : Component
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public sealed partial class RandomTeleportArtifactComponent : Component
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{
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/// <summary>
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/// The max distance that the artifact will teleport.
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@@ -5,7 +5,7 @@
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/// within a certain radius.
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/// </summary>
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[RegisterComponent]
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public sealed class ShuffleArtifactComponent : Component
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public sealed partial class ShuffleArtifactComponent : Component
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{
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[DataField("radius")]
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public float Radius = 7.5f;
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@@ -7,7 +7,7 @@ namespace Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Components;
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/// It could be an angry mob or some random item.
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/// </summary>
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[RegisterComponent]
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public sealed class SpawnArtifactComponent : Component
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public sealed partial class SpawnArtifactComponent : Component
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{
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[DataField("spawns")]
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public List<EntitySpawnEntry>? Spawns;
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@@ -5,7 +5,7 @@ namespace Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Components;
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/// Thoughts are shown as popups and unique for each player.
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/// </summary>
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[RegisterComponent]
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public sealed class TelepathicArtifactComponent : Component
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public sealed partial class TelepathicArtifactComponent : Component
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{
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/// <summary>
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/// Loc string ids of telepathic messages.
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@@ -6,7 +6,7 @@ namespace Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Components;
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/// Change atmospherics temperature until it reach target.
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/// </summary>
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[RegisterComponent]
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public sealed class TemperatureArtifactComponent : Component
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public sealed partial class TemperatureArtifactComponent : Component
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{
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[DataField("targetTemp"), ViewVariables(VVAccess.ReadWrite)]
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public float TargetTemperature = Atmospherics.T0C;
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@@ -5,7 +5,7 @@
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/// Also pries nearby tiles.
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/// </summary>
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[RegisterComponent]
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public sealed class ThrowArtifactComponent : Component
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public sealed partial class ThrowArtifactComponent : Component
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{
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/// <summary>
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/// How close do you have to be to get yeeted?
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@@ -4,7 +4,7 @@
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/// This is used for an artifact that triggers when activated.
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/// </summary>
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[RegisterComponent]
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public sealed class TriggerArtifactComponent : Component
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public sealed partial class TriggerArtifactComponent : Component
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{
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}
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