Files
RobustToolbox/Robust.Shared/GameObjects/Components/IgnorePauseComponent.cs
T
AcruidandGitHub 713f702064 Engine Entity Anchoring (#1829)
* Added unit tests for the new anchor system design.

* Amend ME!

* SnapGridComponent now anchors the entity when added or removed.
TransformComponent.Anchored properly replicates it's state to clients.

* Converted all SnapGridPositionChangedEvent subscriptions to AnchorStateChangedEvent.
Removed SnapGridPositionChangedEvent.
Obsoleted SnapGridComponent.

* Allows setting Transform.Anchored in prototypes.

* Changing tile to empty under anchored ents unanchors them.

* More unit testing.

* Migrated transform gamestate tests to RobustServerSimulation.

* Fixed nasty off-by-one error when sending a full server state.

* Adds lifetime stages to Component.

* More test fixing.

* Review changes.
2021-06-19 17:26:18 -07:00

27 lines
601 B
C#

using Robust.Shared.IoC;
using Robust.Shared.Timing;
namespace Robust.Shared.GameObjects
{
[RegisterComponent]
public class IgnorePauseComponent : Component
{
public override string Name => "IgnorePause";
protected override void OnAdd()
{
base.OnAdd();
Owner.Paused = false;
}
protected override void OnRemove()
{
base.OnRemove();
if (IoCManager.Resolve<IPauseManager>().IsMapPaused(Owner.Transform.MapID))
{
Owner.Paused = true;
}
}
}
}