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- using Robust.Shared.Map;
- using Robust.Shared.Serialization;
- namespace Content.Shared.NPC;
- /*
- * I bikeshedded a lot on how to do this and I'm still not entirely happy.
- * The main thing is you need a weak ref to the poly because it may be invalidated due to graph updates.
- * I had a struct version but you still need to store the neighbors somewhere, maybe on the chunk itself?
- * Future dev work required.
- */
- /// <summary>
- /// A path poly to be used for networked debug purposes.
- /// </summary>
- [Serializable, NetSerializable]
- public sealed class DebugPathPoly
- {
- public NetEntity GraphUid;
- public Vector2i ChunkOrigin;
- public byte TileIndex;
- public Box2 Box;
- public PathfindingData Data;
- public List<NetCoordinates> Neighbors = default!;
- }
- [Serializable, NetSerializable]
- public sealed class DebugPathPolyNeighbor
- {
- public NetCoordinates Coordinates;
- }
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