6
2025-08-05 10:00:54 +03:00

44 lines
1.5 KiB
C#

using Content.Shared.FixedPoint;
using Content.Shared.ProximityDetection.Systems;
using Content.Shared.Whitelist;
using Robust.Shared.GameStates;
namespace Content.Shared.ProximityDetection.Components;
/// <summary>
/// This is used to search for the closest entity with a range that matches specified requirements (tags and/or components)
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState ,Access(typeof(ProximityDetectionSystem))]
public sealed partial class ProximityDetectorComponent : Component
{
/// <summary>
/// The criteria used to filter entities
/// Note: RequireAll is only supported for tags, all components are required to count as a match!
/// </summary>
[DataField( required: true), AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public EntityWhitelist Criteria = new();
/// <summary>
/// Found Entity
/// </summary>
[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public EntityUid? TargetEnt;
/// <summary>
/// Distance to Found Entity
/// </summary>
[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public FixedPoint2 Distance = -1;
/// <summary>
/// The farthest distance to search for targets
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public FixedPoint2 Range = 10f;
// TODO: use timespans not this
public float AccumulatedFrameTime;
[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public float UpdateRate = 0.3f;
}