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