Files
RobustToolbox/Robust.Shared/GameObjects/EntityLifeState.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

39 lines
969 B
C#

namespace Robust.Shared.GameObjects
{
/// <summary>
/// The life stages of an ECS Entity.
/// </summary>
public enum EntityLifeStage
{
/// <summary>
/// The entity has just been created, and needs to be initialized.
/// </summary>
PreInit = 0,
/// <summary>
/// The entity is currently being initialized.
/// </summary>
Initializing,
/// <summary>
/// The entity has been initialized.
/// </summary>
Initialized,
/// <summary>
/// The map this entity is on has been initialized, so this entity has been as well.
/// </summary>
MapInitialized,
/// <summary>
/// The entity is currently removing all of it's components and is about to be deleted.
/// </summary>
Terminating,
/// <summary>
/// The entity has been deleted.
/// </summary>
Deleted,
}
}