45 lines
1.5 KiB
C#
45 lines
1.5 KiB
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Shared._DV.Waypointer.Components;
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/// <summary>
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/// This signifies an entity with an active waypointer trying to track something.
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/// This is NOT a pinpointer.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class ActiveWaypointerComponent : Component
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{
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/// <summary>
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/// The actual UID for the action entity. It'll be saved here when the component is initialized.
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/// </summary>
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[DataField, AutoNetworkedField]
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public EntityUid? ActionEntity;
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/// <summary>
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/// The prototype ID for the action.
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/// </summary>
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[DataField]
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public EntProtoId ActionProtoId = "ActionManageWaypointers";
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/// <summary>
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/// The prototype of the waypointer visible for the owner of this component.
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/// The bool value determines whether the corresponding waypointer is active.
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/// </summary>
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[DataField, AutoNetworkedField]
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public Dictionary<ProtoId<WaypointerPrototype>, bool>? WaypointerProtoIds;
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/// <summary>
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/// Whether the waypointer system is enabled or not.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Active = true;
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/// <summary>
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/// The resource path for the "Disable/Enable all waypointers" menu option.
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/// </summary>
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[DataField]
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public ResPath RadialMenuIconPath = new("_DV/Markers/Waypointers/waypointer_action.rsi");
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}
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