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- using Robust.Shared.GameStates;
- using Robust.Shared.Prototypes;
- namespace Content.Shared.Actions;
- // For actions that can use basic upgrades
- // Not all actions should be upgradable
- [RegisterComponent, NetworkedComponent, Access(typeof(ActionUpgradeSystem))]
- public sealed partial class ActionUpgradeComponent : Component
- {
- /// <summary>
- /// Current Level of the action.
- /// </summary>
- [ViewVariables]
- public int Level = 1;
- /// <summary>
- /// What level(s) effect this action?
- /// You can skip levels, so you can have this entity change at level 2 but then won't change again until level 5.
- /// </summary>
- [DataField("effectedLevels"), ViewVariables]
- public Dictionary<int, EntProtoId> EffectedLevels = new();
- // TODO: Branching level upgrades
- }
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