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