Refactor serialization copying to use source generators (#19412)
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@@ -17,27 +17,27 @@ namespace Content.Shared.Explosion;
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public sealed class ExplosionPrototype : IPrototype
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{
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[IdDataField]
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public string ID { get; } = default!;
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public string ID { get; private set; } = default!;
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/// <summary>
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/// Damage to deal to entities. This is scaled by the explosion intensity.
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/// </summary>
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[DataField("damagePerIntensity", required: true)]
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public readonly DamageSpecifier DamagePerIntensity = default!;
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public DamageSpecifier DamagePerIntensity = default!;
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/// <summary>
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/// This set of points, together with <see cref="_tileBreakIntensity"/> define a function that maps the
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/// explosion intensity to a tile break chance via linear interpolation.
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/// </summary>
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[DataField("tileBreakChance")]
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private readonly float[] _tileBreakChance = { 0f, 1f };
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private float[] _tileBreakChance = { 0f, 1f };
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/// <summary>
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/// This set of points, together with <see cref="_tileBreakChance"/> define a function that maps the
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/// explosion intensity to a tile break chance via linear interpolation.
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/// </summary>
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[DataField("tileBreakIntensity")]
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private readonly float[] _tileBreakIntensity = {0f, 15f };
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private float[] _tileBreakIntensity = {0f, 15f };
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/// <summary>
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/// When a tile is broken by an explosion, the intensity is reduced by this amount and is used to try and
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@@ -48,25 +48,25 @@ public sealed class ExplosionPrototype : IPrototype
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/// chance to create a space tile.
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/// </remarks>
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[DataField("tileBreakRerollReduction")]
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public readonly float TileBreakRerollReduction = 10f;
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public float TileBreakRerollReduction = 10f;
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/// <summary>
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/// Color emitted by a point light at the center of the explosion.
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/// </summary>
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[DataField("lightColor")]
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public readonly Color LightColor = Color.Orange;
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public Color LightColor = Color.Orange;
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/// <summary>
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/// Color used to modulate the fire texture.
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/// </summary>
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[DataField("fireColor")]
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public readonly Color? FireColor;
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public Color? FireColor;
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[DataField("Sound")]
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public readonly SoundSpecifier Sound = new SoundCollectionSpecifier("explosion");
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public SoundSpecifier Sound = new SoundCollectionSpecifier("explosion");
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[DataField("texturePath")]
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public readonly ResPath TexturePath = new("/Textures/Effects/fire.rsi");
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public ResPath TexturePath = new("/Textures/Effects/fire.rsi");
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/// <summary>
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/// How intense does the explosion have to be at a tile to advance to the next fire texture state?
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@@ -77,7 +77,7 @@ public sealed class ExplosionPrototype : IPrototype
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// Theres probably a better way to do this. Currently Atmos just hard codes a constant int, so I have no one to
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// steal code from.
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[DataField("fireStates")]
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public readonly int FireStates = 3;
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public int FireStates = 3;
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/// <summary>
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/// Basic function for linear interpolation of the _tileBreakChance and _tileBreakIntensity arrays
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