Files
crystall-punk-14/Content.Shared/Lock/LockComponent.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

129 lines
3.4 KiB
C#

using Content.Shared.DoAfter;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Lock;
/// <summary>
/// Allows locking/unlocking, with access determined by AccessReader
/// </summary>
[RegisterComponent, NetworkedComponent]
[Access(typeof(LockSystem))]
[AutoGenerateComponentState]
public sealed partial class LockComponent : Component
{
/// <summary>
/// Whether or not the lock is locked.
/// </summary>
[DataField("locked"), ViewVariables(VVAccess.ReadWrite)]
[AutoNetworkedField]
public bool Locked = true;
/// <summary>
/// Whether or not the lock is toggled by simply clicking.
/// </summary>
[DataField("lockOnClick"), ViewVariables(VVAccess.ReadWrite)]
[AutoNetworkedField]
public bool LockOnClick;
/// <summary>
/// The sound played when unlocked.
/// </summary>
[DataField("unlockingSound"), ViewVariables(VVAccess.ReadWrite)]
public SoundSpecifier UnlockSound = new SoundPathSpecifier("/Audio/Machines/door_lock_off.ogg")
{
Params = AudioParams.Default.WithVolume(-5f),
};
/// <summary>
/// The sound played when locked.
/// </summary>
[DataField("lockingSound"), ViewVariables(VVAccess.ReadWrite)]
public SoundSpecifier LockSound = new SoundPathSpecifier("/Audio/Machines/door_lock_on.ogg")
{
Params = AudioParams.Default.WithVolume(-5f)
};
/// <summary>
/// Whether or not an emag disables it.
/// </summary>
[DataField("breakOnEmag")]
[AutoNetworkedField]
public bool BreakOnEmag = true;
/// <summary>
/// Amount of do-after time needed to lock the entity.
/// </summary>
/// <remarks>
/// If set to zero, no do-after will be used.
/// </remarks>
[DataField]
[AutoNetworkedField]
public TimeSpan LockTime;
/// <summary>
/// Amount of do-after time needed to unlock the entity.
/// </summary>
/// <remarks>
/// If set to zero, no do-after will be used.
/// </remarks>
[DataField]
[AutoNetworkedField]
public TimeSpan UnlockTime;
/// <summary>
/// CrystallPunk LockSystem Adapt: we need LockEntity in object, in slotId.
/// </summary>
[DataField]
public string? LockSlotId = string.Empty;
}
/// <summary>
/// Event raised on the lock when a toggle is attempted.
/// Can be cancelled to prevent it.
/// </summary>
[ByRefEvent]
public record struct LockToggleAttemptEvent(EntityUid User, bool Silent = false, bool Cancelled = false);
/// <summary>
/// Event raised on a lock after it has been toggled.
/// </summary>
[ByRefEvent]
public readonly record struct LockToggledEvent(bool Locked);
/// <summary>
/// Used to lock a lockable entity that has a lock time configured.
/// </summary>
/// <seealso cref="LockComponent"/>
/// <seealso cref="LockSystem"/>
[Serializable, NetSerializable]
public sealed partial class LockDoAfter : DoAfterEvent
{
public override DoAfterEvent Clone()
{
return this;
}
}
/// <summary>
/// Used to unlock a lockable entity that has an unlock time configured.
/// </summary>
/// <seealso cref="LockComponent"/>
/// <seealso cref="LockSystem"/>
[Serializable, NetSerializable]
public sealed partial class UnlockDoAfter : DoAfterEvent
{
public override DoAfterEvent Clone()
{
return this;
}
}
[NetSerializable]
[Serializable]
public enum LockVisuals : byte
{
Locked
}