mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-09-07 02:08:17 +02:00
Makes it easy for content to add functionality if multiple things try to set it without having to funnel every piece of code through a content system.
117 lines
3.3 KiB
C#
117 lines
3.3 KiB
C#
using System;
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using Robust.Shared.Animations;
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using Robust.Shared.GameStates;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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using System.Numerics;
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using Robust.Shared.IoC;
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namespace Robust.Shared.GameObjects
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{
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[NetworkedComponent, Access(typeof(SharedPointLightSystem))]
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public abstract partial class SharedPointLightComponent : Component
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{
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("color")]
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[Animatable]
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public Color Color { get; set; } = Color.White;
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/// <summary>
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/// Offset from the center of the entity.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("offset")]
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[Access(Other = AccessPermissions.ReadWriteExecute)]
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public Vector2 Offset = Vector2.Zero;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("energy")]
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[Animatable]
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public float Energy { get; set; } = 1f;
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[DataField("softness"), Animatable]
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public float Softness { get; set; } = 1f;
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/// <summary>
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/// Whether this pointlight should cast shadows
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/// </summary>
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[DataField("castShadows")]
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public bool CastShadows = true;
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[Access(typeof(SharedPointLightSystem))]
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[DataField("enabled")]
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public bool Enabled = true;
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// TODO ECS animations
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[Animatable]
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public bool AnimatedEnable
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{
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[Obsolete]
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get => Enabled;
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[Obsolete]
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set => IoCManager.Resolve<IEntityManager>().System<SharedPointLightSystem>().SetEnabled(Owner, value, this);
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}
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// TODO ECS animations
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[Animatable]
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public float AnimatedRadius
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{
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[Obsolete]
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get => Radius;
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[Obsolete]
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set => IoCManager.Resolve<IEntityManager>().System<SharedPointLightSystem>().SetRadius(Owner, value, this);
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}
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/// <summary>
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/// How far the light projects.
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/// </summary>
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[DataField("radius")]
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[Access(typeof(SharedPointLightSystem))]
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public float Radius = 5f;
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[ViewVariables]
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public 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)] [DataField("autoRot")]
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public bool MaskAutoRotate;
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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 { get; set; }
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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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[DataField("mask")]
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public string? MaskPath;
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}
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/// <summary>
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/// Raised directed on an entity when attempting to enable / disable it.
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/// </summary>
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[ByRefEvent]
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public record struct AttemptPointLightToggleEvent(bool Enabled)
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{
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public bool Cancelled;
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}
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public sealed class PointLightToggleEvent : EntityEventArgs
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{
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public bool Enabled;
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public PointLightToggleEvent(bool enabled)
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{
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Enabled = enabled;
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}
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}
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}
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