ProximityDetectorComponent.cs 1.5 KB

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  1. using Content.Shared.FixedPoint;
  2. using Content.Shared.ProximityDetection.Systems;
  3. using Content.Shared.Whitelist;
  4. using Robust.Shared.GameStates;
  5. namespace Content.Shared.ProximityDetection.Components;
  6. /// <summary>
  7. /// This is used to search for the closest entity with a range that matches specified requirements (tags and/or components)
  8. /// </summary>
  9. [RegisterComponent, NetworkedComponent, AutoGenerateComponentState ,Access(typeof(ProximityDetectionSystem))]
  10. public sealed partial class ProximityDetectorComponent : Component
  11. {
  12. /// <summary>
  13. /// The criteria used to filter entities
  14. /// Note: RequireAll is only supported for tags, all components are required to count as a match!
  15. /// </summary>
  16. [DataField( required: true), AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
  17. public EntityWhitelist Criteria = new();
  18. /// <summary>
  19. /// Found Entity
  20. /// </summary>
  21. [ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
  22. public EntityUid? TargetEnt;
  23. /// <summary>
  24. /// Distance to Found Entity
  25. /// </summary>
  26. [ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
  27. public FixedPoint2 Distance = -1;
  28. /// <summary>
  29. /// The farthest distance to search for targets
  30. /// </summary>
  31. [DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
  32. public FixedPoint2 Range = 10f;
  33. // TODO: use timespans not this
  34. public float AccumulatedFrameTime;
  35. [DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
  36. public float UpdateRate = 0.3f;
  37. }