Delta-v/Content.Shared/_DV/Waypointer/Components/ActiveWaypointerComponent.cs

45 lines
1.5 KiB
C#

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