Remove mech component references (#15246)
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@@ -2,8 +2,11 @@
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using Content.Shared.FixedPoint;
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using Content.Shared.Whitelist;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
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namespace Content.Shared.Mech.Components;
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@@ -11,7 +14,8 @@ namespace Content.Shared.Mech.Components;
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/// A large, pilotable machine that has equipment that is
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/// powered via an internal battery.
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/// </summary>
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public abstract class SharedMechComponent : Component
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[RegisterComponent, NetworkedComponent]
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public sealed class MechComponent : Component
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{
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/// <summary>
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/// How much "health" the mech has left.
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@@ -98,6 +102,49 @@ public abstract class SharedMechComponent : Component
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[ViewVariables]
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public readonly string EquipmentContainerId = "mech-equipment-container";
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/// <summary>
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/// How long it takes to enter the mech.
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/// </summary>
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[DataField("entryDelay")]
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public float EntryDelay = 3;
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/// <summary>
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/// How long it takes to pull *another person*
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/// outside of the mech. You can exit instantly yourself.
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/// </summary>
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[DataField("exitDelay")]
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public float ExitDelay = 3;
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/// <summary>
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/// How long it takes to pull out the battery.
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/// </summary>
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[DataField("batteryRemovalDelay")]
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public float BatteryRemovalDelay = 2;
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/// <summary>
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/// Whether or not the mech is airtight.
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/// </summary>
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/// <remarks>
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/// This needs to be redone
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/// when mech internals are added
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/// </remarks>
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[DataField("airtight"), ViewVariables(VVAccess.ReadWrite)]
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public bool Airtight;
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/// <summary>
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/// The equipment that the mech initially has when it spawns.
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/// Good for things like nukie mechs that start with guns.
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/// </summary>
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[DataField("startingEquipment", customTypeSerializer: typeof(PrototypeIdListSerializer<EntityPrototype>))]
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public List<string> StartingEquipment = new();
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/// <summary>
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/// The battery the mech initially has when it spawns
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/// Good for admemes and nukie mechs.
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/// </summary>
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[DataField("startingBattery", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string? StartingBattery;
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#region Action Prototypes
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[DataField("mechCycleAction", customTypeSerializer: typeof(PrototypeIdSerializer<InstantActionPrototype>))]
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public string MechCycleAction = "MechCycleEquipment";
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@@ -118,7 +165,7 @@ public abstract class SharedMechComponent : Component
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}
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/// <summary>
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/// Contains network state for <see cref="SharedMechComponent"/>.
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/// Contains network state for <see cref="MechComponent"/>.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class MechComponentState : ComponentState
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@@ -4,7 +4,7 @@ using Robust.Shared.Serialization;
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namespace Content.Shared.Mech.Components;
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/// <summary>
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/// Attached to entities piloting a <see cref="SharedMechComponent"/>
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/// Attached to entities piloting a <see cref="MechComponent"/>
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/// </summary>
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/// <remarks>
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/// Get in the robot, Shinji
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