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crystall-punk-14/Content.Shared/ProximityDetection/Components/ProximityDetectorComponent.cs

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using Content.Shared.FixedPoint;
using Content.Shared.ProximityDetection.Systems;
using Content.Shared.Whitelist;
using Robust.Shared.GameStates;
namespace Content.Shared.ProximityDetection.Components;
/// <summary>
/// This is used to search for the closest entity with a range that matches specified requirements (tags and/or components)
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState ,Access(typeof(ProximityDetectionSystem))]
public sealed partial class ProximityDetectorComponent : Component
{
/// <summary>
/// The criteria used to filter entities
/// Note: RequireAll is only supported for tags, all components are required to count as a match!
/// </summary>
[DataField( required: true), AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public EntityWhitelist Criteria = new();
/// <summary>
/// Found Entity
/// </summary>
[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public EntityUid? TargetEnt;
/// <summary>
/// Distance to Found Entity
/// </summary>
[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public FixedPoint2 Distance = -1;
/// <summary>
/// The farthest distance to search for targets
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public FixedPoint2 Range = 10f;
item toggling giga rework + full ninja refactor (#28039) * item toggle refactoring and some new systems * add ToggleClothing component/system * unhardcode magboots gravity logic * make magboots and speedboots use ItemToggle and stuff * remove now useless clothing components * update client/server magboots systems * add note to use ItemToggledEvent in ToggleActionEvent doc * refactor PowerCellDraw to use ItemToggle for ui open/close control * add TryUseCharges, refactor charges system * update magboot trigger code * make borg use ItemToggle, network SelectedModule instead of now removed Activated * add AccessToggle for borg * the giga ninja refactor * update ninja yml * update ItemToggle usage for some stuff * fix activatableui requires power * random fixing * yaml fixing * nuke ItemToggleDisarmMalus * make defib use ItemToggle * make things that use power not turn on if missing use charge * pro * fix sound prediction * bruh * proximity detector use ItemToggle * oop * big idiot syndrome * fix ninja spawn rule and make it generic * fix ninja spawn rule yml * move loading profiles into AntagLoadProfileRule * more ninja refactor * ninja yml fixes * the dreaded copy paste ops * remove useless NinjaRuleComponent and ue AntagSelection for greeting * fix invisibility * move IsCompleted to SharedObjectivesSystem * ability fixes * oop fix powercell instantly draining itself * sentient speedboots gaming * make reflect use ItemToggle * fix other test * loadprofilerule moved into its own pr * remove conflict with dragon refactor * remove all GenericAntag code from ninja * ) * probably * remove old enabled * great language bravo vince * GREAT LANGUAGE * who made this language * because it stinks * reparent blood-red magboots to magboots probbbly works * most of the review stuff * hasGrav doesnt mean what i thought it did * make health analyzer use itemtoggle, not fail test * fix mag/speed boots being wacky * UNTROLL * add ItemToggle to the random health analyzers * a * remove unused obsolete borg func * untrolling * :trollface: * fix test * fix * g * untroll --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
2024-07-11 05:55:56 +00:00
// TODO: use timespans not this
public float AccumulatedFrameTime;
[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public float UpdateRate = 0.3f;
}