Files
crystall-punk-14/Content.Shared/CrystallPunk/LockKey/Components/CPLockpickComponent.cs
Ed ca4172c987 Система ключей (#7)
* new Dev map

* добавлена генерация узора ключей раундстартом

* каменная стена подгон KREKSa
фиксы

* add verbs to lock comp

* more Loc work

* some popups, logic to lock and unlock locks

* return old Dev

* ability to add locks into doors

* check to locked lock, to insert or remove locks

* doors examine

* key can uses directly to door

* really lockable!

* lockable crates!

* Bruh... Really big update

* Key sprites, long wall template

* KeyRingComponent

* lock entity start

* lockpicking!

* Shiny 1

* Update keys.yml

* Отображение только для держащего в руке

* Final

---------

Co-authored-by: Tornado Tech <54727692+Tornado-Technology@users.noreply.github.com>
2024-04-02 20:59:40 +03:00

33 lines
877 B
C#

using Content.Shared.CrystallPunk.LockKey;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.CrystallPunk.LockKey;
/// <summary>
/// A component of a lock that stores its keyhole shape, complexity, and current state.
/// </summary>
[RegisterComponent]
public sealed partial class CPLockpickComponent : Component
{
[DataField]
public int Health = 3;
[DataField]
public SoundSpecifier SuccessSound = new SoundPathSpecifier("/Audio/_CP14/Items/lockpick_use.ogg")
{
Params = AudioParams.Default
.WithVariation(0.05f)
.WithVolume(0.5f)
};
[DataField]
public SoundSpecifier FailSound = new SoundPathSpecifier("/Audio/_CP14/Items/lockpick_fail.ogg")
{
Params = AudioParams.Default
.WithVariation(0.05f)
.WithVolume(0.5f)
};
}