mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-09-04 11:07:12 +02:00
* 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.
251 lines
7.2 KiB
C#
251 lines
7.2 KiB
C#
using System;
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using System.Collections.Generic;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.Animations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Robust.Client.GameObjects
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{
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[RegisterComponent]
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[ComponentReference(typeof(IPointLightComponent))]
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public class PointLightComponent : Component, IPointLightComponent, ISerializationHooks
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{
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[Dependency] private readonly IResourceCache _resourceCache = default!;
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public override string Name => "PointLight";
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public override uint? NetID => NetIDs.POINT_LIGHT;
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internal bool TreeUpdateQueued { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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[Animatable]
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public Color Color
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{
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get => _color;
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set => _color = value;
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public Vector2 Offset
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{
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get => _offset;
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set => _offset = value;
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}
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[ViewVariables(VVAccess.ReadWrite)]
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[Animatable]
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public bool Enabled
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{
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get => _enabled;
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set
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{
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if (_enabled == value) return;
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_enabled = value;
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Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, new PointLightUpdateEvent());
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}
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public bool ContainerOccluded
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{
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get => _containerOccluded;
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set
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{
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if (_containerOccluded == value) return;
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_containerOccluded = value;
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Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, new PointLightUpdateEvent());
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}
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}
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private bool _containerOccluded;
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/// <summary>
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/// Determines if the light mask should automatically rotate with the entity. (like a flashlight)
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public bool MaskAutoRotate
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{
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get => _maskAutoRotate;
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set => _maskAutoRotate = value;
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}
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/// <summary>
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/// Local rotation of the light mask around the center origin
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[Animatable]
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public Angle Rotation
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{
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get => _rotation;
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set => _rotation = value;
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}
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/// <inheritdoc />
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/// <summary>
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/// The resource path to the mask texture the light will use.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public string? MaskPath
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{
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get => _maskPath;
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set
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{
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_maskPath = value;
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UpdateMask();
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}
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}
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/// <summary>
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/// Set a mask texture that will be applied to the light while rendering.
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/// The mask's red channel will be linearly multiplied.p
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public Texture? Mask { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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[Animatable]
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public float Energy
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{
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get => _energy;
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set => _energy = value;
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}
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/// <summary>
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/// Soft shadow strength multiplier.
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/// Has no effect if soft shadows are not enabled.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[Animatable]
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public float Softness
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{
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get => _softness;
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set => _softness = value;
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public bool VisibleNested
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{
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get => _visibleNested;
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set => _visibleNested = value;
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}
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[DataField("radius")]
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private float _radius = 5f;
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[DataField("nestedvisible")]
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private bool _visibleNested = true;
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[DataField("color")]
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private Color _color = Color.White;
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[DataField("offset")]
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private Vector2 _offset = Vector2.Zero;
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[DataField("enabled")]
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private bool _enabled = true;
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[DataField("autoRot")]
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private bool _maskAutoRotate;
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private Angle _rotation;
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[DataField("energy")]
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private float _energy = 1f;
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[DataField("softness")]
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private float _softness = 1f;
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[DataField("mask")]
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private string? _maskPath;
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/// <summary>
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/// Radius, in meters.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[Animatable]
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public float Radius
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{
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get => _radius;
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set
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{
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_radius = MathF.Max(value, 0.01f); // setting radius to 0 causes exceptions, so just use a value close enough to zero that it's unnoticeable.
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new PointLightRadiusChangedEvent(this));
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}
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}
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private void UpdateMask()
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{
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if (_maskPath is not null)
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Mask = _resourceCache.GetResource<TextureResource>(_maskPath);
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else
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Mask = null;
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}
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/// <summary>
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/// What MapId we are intersecting for RenderingTreeSystem.
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/// </summary>
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[ViewVariables]
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internal MapId IntersectingMapId { get; set; } = MapId.Nullspace;
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/// <summary>
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/// What grids we're on for RenderingTreeSystem.
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/// </summary>
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[ViewVariables]
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internal List<GridId> IntersectingGrids = new();
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void ISerializationHooks.AfterDeserialization()
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{
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if (_maskPath != null)
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{
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Mask = IoCManager.Resolve<IResourceCache>().GetResource<TextureResource>(_maskPath);
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}
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}
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protected override void Initialize()
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{
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base.Initialize();
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UpdateMask();
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}
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protected override void OnRemove()
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{
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base.OnRemove();
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var map = Owner.Transform.MapID;
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if (map != MapId.Nullspace)
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{
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local,
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new RenderTreeRemoveLightEvent(this, map));
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}
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}
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/// <inheritdoc />
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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if (curState == null)
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return;
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var newState = (PointLightComponentState) curState;
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Enabled = newState.Enabled;
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Radius = newState.Radius;
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Offset = newState.Offset;
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Color = newState.Color;
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}
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}
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public class PointLightRadiusChangedEvent : EntityEventArgs
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{
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public PointLightComponent PointLightComponent { get; }
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public PointLightRadiusChangedEvent(PointLightComponent pointLightComponent)
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{
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PointLightComponent = pointLightComponent;
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}
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}
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internal sealed class PointLightUpdateEvent : EntityEventArgs
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{
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}
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}
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