Files
RobustToolbox/Robust.Shared/GameObjects/Components/Eye/VisibilityComponent.cs
metalgearslothandGitHub 64f2245194 Add UpdateVisibilityMask method (#5745)
* Add UpdateVisibilityMask method

We tipped over to the point of systems stepping on each other's toes. Now we do the normal thing and just use the eventbus and it makes content a whole lot cleaner.

* Update resolve

* Update name in line with normal.

* Unserialize this

* weh
2025-03-21 00:47:40 +11:00

23 lines
832 B
C#

using Robust.Shared.Serialization.Manager.Attributes;
namespace Robust.Shared.GameObjects;
/// <summary>
/// Controls PVS visibility of entities. THIS COMPONENT CONTROLS WHETHER ENTITIES ARE NETWORKED TO PLAYERS
/// AND SHOULD NOT BE USED AS THE SOLE WAY TO HIDE AN ENTITY FROM A PLAYER.
/// </summary>
[RegisterComponent]
[Access(typeof(SharedVisibilitySystem))]
public sealed partial class VisibilityComponent : Component
{
/// <summary>
/// The visibility layer for the entity.
/// Players whose visibility masks don't match this won't get state updates for it.
/// </summary>
/// <remarks>
/// Not serialized as visibility is normally immediate (i.e. prior to MapInit) and content should be handling it as such.
/// </remarks>
[DataField(readOnly: true)]
public ushort Layer = 1;
}