Files
RobustToolbox/Robust.Shared/GameObjects/IComponent.cs
T

92 lines
3.4 KiB
C#

using System;
using Robust.Shared.GameStates;
using Robust.Shared.Network;
using Robust.Shared.Players;
using Robust.Shared.Timing;
namespace Robust.Shared.GameObjects
{
/// <remarks>
/// Base component for the ECS system.
/// All discoverable implementations of IComponent must override the <see cref="Name" />.
/// Instances are dynamically instantiated by a <c>ComponentFactory</c>, and will have their IoC Dependencies resolved.
/// </remarks>
public interface IComponent
{
/// <summary>
/// Name that this component is represented with in prototypes.
/// </summary>
/// <seealso cref="IComponentRegistration.Name" />
string Name { get; }
/// <summary>
/// The current lifetime stage of this component. You can use this to check
/// if the component is initialized or being deleted.
/// </summary>
ComponentLifeStage LifeStage { get; }
/// <summary>
/// Whether this component should be synchronized with clients when modified.
/// If this is true, the server will synchronize all client instances with the data in this instance.
/// If this is false, clients can modify the data in their instances without being overwritten by the server.
/// This flag has no effect if <see cref="NetworkedComponentAttribute" /> is not defined on the component.
/// This is enabled by default.
/// </summary>
bool NetSyncEnabled { get; set; }
/// <summary>
/// Entity that this component is attached to.
/// </summary>
EntityUid Owner { get; }
/// <summary>
/// Component has been (or is currently being) initialized.
/// </summary>
bool Initialized { get; }
/// <summary>
/// This is true when the component is active.
/// </summary>
bool Running { get; }
/// <summary>
/// True if the component has been removed from its owner, AKA deleted.
/// </summary>
bool Deleted { get; }
/// <summary>
/// Marks the component as dirty so that the network will re-sync it with clients.
/// </summary>
void Dirty(IEntityManager? entManager = null);
/// <summary>
/// This is the tick the component was created.
/// </summary>
GameTick CreationTick { get; }
/// <summary>
/// This is the last game tick Dirty() was called.
/// </summary>
GameTick LastModifiedTick { get; }
/// <summary>
/// Get the component's state for replicating on the client.
/// </summary>
/// <returns>ComponentState object</returns>
ComponentState GetComponentState();
/// <summary>
/// Handles an incoming component state from the server.
/// </summary>
/// <remarks>
/// This function should only be called on the client.
/// Both, one, or neither of the two states can be null.
/// On the next tick, curState will be nextState.
/// Passing null for both arguments should do nothing.
/// </remarks>
/// <param name="curState">Current component state for this tick.</param>
/// <param name="nextState">Next component state for the next tick.</param>
void HandleComponentState(ComponentState? curState, ComponentState? nextState);
}
}