Refactor stations to properly use entity prototypes. (stationsv3) (#16570)
* Update StationSpawningSystem.cs Web-edit to allow feeding in an existing entity. * Update StationSpawningSystem.cs value type moment * Update StationSpawningSystem.cs * Oh goddamnit this is a refactor now. * awawawa * aaaaaaaaaaa * ee * forgot records. * no records? no records. * What's in a name? * Sloth forcing me to do the refactor properly smh. * e * optional evac in test. * tests pls work * awa --------- Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
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@@ -21,13 +21,13 @@ public sealed class ArtifactEffectPrototype : IPrototype
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/// These are removed after the node is exited and the effect is changed.
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/// </summary>
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[DataField("components", serverOnly: true)]
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public EntityPrototype.ComponentRegistry Components = new();
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public ComponentRegistry Components = new();
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/// <summary>
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/// Components that are permanently added to an entity when the effect's node is entered.
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/// </summary>
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[DataField("permanentComponents")]
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public EntityPrototype.ComponentRegistry PermanentComponents = new();
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public ComponentRegistry PermanentComponents = new();
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//TODO: make this a list so we can have multiple target depths
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[DataField("targetDepth")]
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@@ -17,7 +17,7 @@ public sealed class ArtifactTriggerPrototype : IPrototype
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public string ID { get; } = default!;
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[DataField("components", serverOnly: true)]
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public EntityPrototype.ComponentRegistry Components = new();
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public ComponentRegistry Components = new();
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[DataField("targetDepth")]
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public int TargetDepth = 0;
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