Use new ComponentPauseGenerator (#25183)

Also includes some (non critical) changes to the solution file to re-organize the Roslyn components.
This commit is contained in:
Pieter-Jan Briers
2024-02-26 04:36:19 +01:00
committed by GitHub
parent 2a2324ecaf
commit e00f74505c
130 changed files with 150 additions and 539 deletions

View File

@@ -8,7 +8,7 @@ using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototy
/// <summary>
/// Causes an entity to automatically emote when taking damage.
/// </summary>
[RegisterComponent, Access(typeof(EmoteOnDamageSystem))]
[RegisterComponent, Access(typeof(EmoteOnDamageSystem)), AutoGenerateComponentPause]
public sealed partial class EmoteOnDamageComponent : Component
{
/// <summary>
@@ -41,6 +41,7 @@ public sealed partial class EmoteOnDamageComponent : Component
/// The simulation time of the last emote preformed due to taking damage.
/// </summary>
[DataField("lastEmoteTime", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
[AutoPausedField]
public TimeSpan LastEmoteTime = TimeSpan.Zero;
/// <summary>

View File

@@ -18,15 +18,9 @@ public sealed class EmoteOnDamageSystem : EntitySystem
{
base.Initialize();
SubscribeLocalEvent<EmoteOnDamageComponent, EntityUnpausedEvent>(OnUnpaused);
SubscribeLocalEvent<EmoteOnDamageComponent, DamageChangedEvent>(OnDamage);
}
private void OnUnpaused(EntityUid uid, EmoteOnDamageComponent emoteOnDamage, ref EntityUnpausedEvent args)
{
emoteOnDamage.LastEmoteTime += args.PausedTime;
}
private void OnDamage(EntityUid uid, EmoteOnDamageComponent emoteOnDamage, DamageChangedEvent args)
{
if (!args.DamageIncreased)