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- using Content.Shared.Whitelist;
- using Robust.Shared.GameStates;
- namespace Content.Shared.Placeable;
- /// <summary>
- /// Detects items placed on it that match a whitelist.
- /// </summary>
- [RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
- [Access(typeof(ItemPlacerSystem))]
- public sealed partial class ItemPlacerComponent : Component
- {
- /// <summary>
- /// The entities that are currently on top of the placer.
- /// Guaranteed to have less than <see cref="MaxEntities"/> enitities if it is set.
- /// </summary>
- [DataField, AutoNetworkedField]
- public HashSet<EntityUid> PlacedEntities = new();
- /// <summary>
- /// Whitelist for entities that can be placed.
- /// </summary>
- [DataField, ViewVariables(VVAccess.ReadWrite)]
- public EntityWhitelist? Whitelist;
- /// <summary>
- /// The max amount of entities that can be placed at the same time.
- /// If 0, there is no limit.
- /// </summary>
- [ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
- public uint MaxEntities = 1;
- }
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