fish-station/Content.Shared/Item/ItemToggle/Components/ItemToggleComponent.cs
Vigers Ray b378fdc706 Merge remote-tracking branch 'space-wizards/master'
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#	Content.Client/Stylesheets/StyleNano.cs
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127 lines
3.9 KiB
C#

using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Item.ItemToggle.Components;
/// <summary>
/// Handles generic item toggles, like a welder turning on and off, or an e-sword.
/// </summary>
/// <remarks>
/// If you need extended functionality (e.g. requiring power) then add a new component and use events:
/// ItemToggleActivateAttemptEvent, ItemToggleDeactivateAttemptEvent, ItemToggledEvent.
/// </remarks>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class ItemToggleComponent : Component
{
/// <summary>
/// The item's toggle state.
/// </summary>
[DataField, AutoNetworkedField]
public bool Activated = false;
/// <summary>
/// Can the entity be activated in the world.
/// </summary>
[DataField, AutoNetworkedField]
public bool OnActivate = true;
/// <summary>
/// If this is set to false then the item can't be toggled by pressing Z.
/// Use another system to do it then.
/// </summary>
[DataField]
public bool OnUse = true;
/// <summary>
/// The localized text to display in the verb to activate.
/// </summary>
[DataField]
public string VerbToggleOn = "item-toggle-activate";
/// <summary>
/// The localized text to display in the verb to de-activate.
/// </summary>
[DataField]
public string VerbToggleOff = "item-toggle-deactivate";
/// <summary>
/// Whether the item's toggle can be predicted by the client.
/// </summary>
/// /// <remarks>
/// If server-side systems affect the item's toggle, like charge/fuel systems, then the item is not predictable.
/// </remarks>
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public bool Predictable = true;
/// <summary>
/// The noise this item makes when it is toggled on.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public SoundSpecifier? SoundActivate;
/// <summary>
/// The noise this item makes when it is toggled off.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public SoundSpecifier? SoundDeactivate;
/// <summary>
/// The noise this item makes when it is toggled on.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public SoundSpecifier? SoundFailToActivate;
[ViewVariables(VVAccess.ReadWrite), DataField]
public bool DeactivateUnequippedHand;
}
/// <summary>
/// Raised directed on an entity when its ItemToggle is attempted to be activated.
/// </summary>
[ByRefEvent]
public record struct ItemToggleActivateAttemptEvent(EntityUid? User)
{
/// <summary>
/// Should we silently fail.
/// </summary>
public bool Silent = false;
public bool Cancelled = false;
public readonly EntityUid? User = User;
/// <summary>
/// Pop-up that gets shown to users explaining why the attempt was cancelled.
/// </summary>
public string? Popup;
}
/// <summary>
/// Raised directed on an entity when its ItemToggle is attempted to be deactivated.
/// </summary>
[ByRefEvent]
public record struct ItemToggleDeactivateAttemptEvent(EntityUid? User)
{
/// <summary>
/// Should we silently fail.
/// </summary>
public bool Silent = false;
public bool Cancelled = false;
public readonly EntityUid? User = User;
/// <summary>
/// Pop-up that gets shown to users explaining why the attempt was cancelled.
/// </summary>
public string? Popup;
}
/// <summary>
/// Raised directed on an entity any sort of toggle is complete.
/// </summary>
[ByRefEvent]
public readonly record struct ItemToggledEvent(bool Predicted, bool Activated, EntityUid? User)
{
public readonly bool Predicted = Predicted;
public readonly bool Activated = Activated;
public readonly EntityUid? User = User;
}