34 lines
1.1 KiB
C#
34 lines
1.1 KiB
C#
using Content.Shared.Charges.Systems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Charges.Components;
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/// <summary>
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/// Specifies the attached action has discrete charges, separate to a cooldown.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(SharedChargesSystem))]
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public sealed partial class LimitedChargesComponent : Component
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{
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[DataField, AutoNetworkedField]
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public int LastCharges;
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/// <summary>
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/// The max charges this action has.
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/// </summary>
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[DataField, AutoNetworkedField]
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public int MaxCharges = 3;
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/// <summary>
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/// Last time charges was changed. Used to derive current charges.
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/// </summary>
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[DataField(customTypeSerializer:typeof(TimeOffsetSerializer)), AutoNetworkedField]
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public TimeSpan LastUpdate;
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/// <summary>
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/// DeltaV - If disabled the action will not disable when no charges remain. Use if you want to handle no charges differently.
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/// </summary>
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[DataField]
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public bool DisableWhenEmpty = true;
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}
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