6
2025-11-12 10:55:00 +03:00

33 lines
1001 B
C#

using Content.Shared.Teleportation.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Teleportation.Components;
/// <summary>
/// Represents an entity which is linked to other entities (perhaps portals), and which can be walked through /
/// thrown into to teleport an entity.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(LinkedEntitySystem))]
public sealed partial class LinkedEntityComponent : Component
{
/// <summary>
/// The entities that this entity is linked to.
/// </summary>
[DataField, AutoNetworkedField]
public HashSet<EntityUid> LinkedEntities = new();
/// <summary>
/// Should this entity be deleted if all of its links are removed?
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public bool DeleteOnEmptyLinks;
}
[Serializable, NetSerializable]
public enum LinkedEntityVisuals : byte
{
HasAnyLinks
}