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RobustToolbox/Robust.Client/GameObjects/Components/Appearance/ClientAppearanceComponent.cs
T

28 lines
1.1 KiB
C#

using System.Collections.Generic;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Robust.Client.GameObjects;
/// <summary>
/// This is the client instance of <see cref="AppearanceComponent"/>.
/// </summary>
[RegisterComponent]
[ComponentReference(typeof(AppearanceComponent)), Access(typeof(AppearanceSystem))]
public sealed class ClientAppearanceComponent : AppearanceComponent
{
[DataField("visuals")]
internal List<AppearanceVisualizer> Visualizers = new();
/// <summary>
/// If true, then this entity's visuals will get updated in the next frame update regardless of whether or not
/// this entity is currently inside of PVS range.
/// </summary>
/// <remarks>
/// This defaults to true, because it is possible for an entity to both be initialized and detached to null
/// during the same tick. This can happen because entity states & pvs-departure messages are sent & handled
/// separately. However, we want to ensure that each entity has an initial appearance update.
/// </remarks>
internal bool UpdateDetached = true;
}