* split partial magic system * add debug sprited pilons * some energy pilons interactions * Update CP14MagicEnergySystem.Relay.cs * spupers (#322) * spupers * meta * aura nodes + aura scanners * scanner sprites * maid dress * reverse pilon logic * relay delete, code clean up * delete content * Update basic.yml * Update shirt.yml * Update crystal.yml --------- Co-authored-by: Jaraten <116667537+Jaraten@users.noreply.github.com>
51 lines
1.2 KiB
C#
51 lines
1.2 KiB
C#
using Content.Shared.FixedPoint;
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namespace Content.Server._CP14.MagicEnergy.Components;
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[RegisterComponent, Access(typeof(CP14MagicEnergySystem))]
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public sealed partial class CP14AuraNodeComponent : Component
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{
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[DataField]
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public bool Enable = true;
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[DataField]
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public FixedPoint2 Energy = 1f;
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[DataField]
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public float Range = 10f;
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/// <summary>
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/// If not safe, restoring or drawing power across boundaries call dangerous events, that may destroy crystals
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/// </summary>
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[DataField]
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public bool Safe = true;
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/// <summary>
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/// how often objects will try to change magic energy. In Seconds
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/// </summary>
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[DataField]
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public float Delay = 5f;
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/// <summary>
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/// the time of the next magic energy change
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/// </summary>
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[DataField]
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public TimeSpan NextUpdateTime { get; set; } = TimeSpan.Zero;
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}
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[RegisterComponent, Access(typeof(CP14MagicEnergySystem))]
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public sealed partial class CP14RandomAuraNodeComponent : Component
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{
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[DataField]
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public float MinDraw = -2f;
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[DataField]
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public float MaxDraw = 2f;
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[DataField]
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public float MinRange = 5f;
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[DataField]
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public float MaxRange = 10f;
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}
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