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* ComponentNames are not sent over the network when components are created. * Removed ComponentStates array from EntityState, now the state is stored directly inside the CompChange struct. * Remove the unnecessary NetID property from ComponentState. * Remove Component.NetworkSynchronizeExistence. * Change GetNetComponents to return both the component and the component NetId. * Remove public usages of the Component.NetID property. * Adds the NetIDAttribute that can be applied to components. * Removed Component.NetID. * Revert changes to GetComponentState and how prediction works. * Adds component netID automatic generation. * Modifies ClientConsoleHost so that commands can be called before Initialize(). * Completely remove static NetIds. * Renamed NetIDAttribute to NetworkedComponentAttribute. * Fixing unit tests.
18 lines
379 B
C#
18 lines
379 B
C#
using System;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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namespace Robust.Shared.GameObjects
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{
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[Serializable, NetSerializable]
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class ClickableComponentState : ComponentState
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{
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public Box2? LocalBounds { get; }
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public ClickableComponentState(Box2? localBounds)
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{
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LocalBounds = localBounds;
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}
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}
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}
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