- Renamed a bunch of ObjectProperty-related stuff (ObjectProperty -> SerializableProperty, IPropertyObject -> ISerializableEntity, the "SerializableProperty" attribute -> Serialize).
- Rectangle serialization. - Option to restrict numeric properties to a range of values. - WIP generic ISerializableEntity editor.
This commit is contained in:
@@ -13,7 +13,7 @@ namespace Barotrauma.Items.Components
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//the output is sent if both inputs have received a signal within the timeframe
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protected float timeFrame;
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[InGameEditable, SerializableProperty(0.0f, true)]
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[InGameEditable, Serialize(0.0f, true)]
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public float TimeFrame
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{
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get { return timeFrame; }
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@@ -23,14 +23,14 @@ namespace Barotrauma.Items.Components
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}
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}
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[InGameEditable, SerializableProperty("1", true)]
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[InGameEditable, Serialize("1", true)]
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public string Output
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{
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get { return output; }
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set { output = value; }
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}
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[InGameEditable, SerializableProperty("", true)]
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[InGameEditable, Serialize("", true)]
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public string FalseOutput
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{
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get { return falseOutput; }
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@@ -15,7 +15,7 @@ namespace Barotrauma.Items.Components
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private Queue<Tuple<string, DateTime>> signalQueue;
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[InGameEditable, SerializableProperty(1.0f, true)]
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[InGameEditable, Serialize(1.0f, true)]
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public float Delay
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{
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get { return (float)delay.TotalSeconds; }
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@@ -21,7 +21,7 @@ namespace Barotrauma.Items.Components
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private bool castShadows;
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[Editable, SerializableProperty(100.0f, true)]
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[Editable, Serialize(100.0f, true)]
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public float Range
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{
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get { return range; }
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@@ -31,7 +31,7 @@ namespace Barotrauma.Items.Components
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}
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}
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[Editable, SerializableProperty(true, true)]
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[Editable, Serialize(true, true)]
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public bool CastShadows
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{
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get { return castShadows; }
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@@ -44,7 +44,7 @@ namespace Barotrauma.Items.Components
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}
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}
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[Editable, SerializableProperty(false, true)]
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[Editable, Serialize(false, true)]
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public bool IsOn
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{
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get { return IsActive; }
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@@ -57,7 +57,7 @@ namespace Barotrauma.Items.Components
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}
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}
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[SerializableProperty(0.0f, false)]
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[Serialize(0.0f, false)]
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public float Flicker
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{
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get { return flicker; }
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@@ -67,7 +67,7 @@ namespace Barotrauma.Items.Components
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}
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}
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[InGameEditable, SerializableProperty("1.0,1.0,1.0,1.0", true)]
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[InGameEditable, Serialize("1.0,1.0,1.0,1.0", true)]
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public Color LightColor
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{
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get { return lightColor; }
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@@ -207,7 +207,7 @@ namespace Barotrauma.Items.Components
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IsActive = (signal != "0");
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break;
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case "set_color":
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LightColor = XMLExtensions.ParseToColor(signal, false);
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LightColor = XMLExtensions.ParseColor(signal, false);
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break;
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}
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}
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@@ -17,7 +17,7 @@ namespace Barotrauma.Items.Components
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private float updateTimer;
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[InGameEditable, SerializableProperty(0.0f, true)]
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[InGameEditable, Serialize(0.0f, true)]
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public float Range
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{
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get { return range; }
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@@ -27,14 +27,14 @@ namespace Barotrauma.Items.Components
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}
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}
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[InGameEditable, SerializableProperty("1", true)]
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[InGameEditable, Serialize("1", true)]
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public string Output
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{
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get { return output; }
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set { output = value; }
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}
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[InGameEditable, SerializableProperty("", true)]
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[InGameEditable, Serialize("", true)]
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public string FalseOutput
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{
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get { return falseOutput; }
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@@ -20,14 +20,14 @@ namespace Barotrauma.Items.Components
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private float phase;
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[InGameEditable, SerializableProperty(WaveType.Pulse, true)]
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[InGameEditable, Serialize(WaveType.Pulse, true)]
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public WaveType OutputType
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{
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get;
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set;
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}
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[InGameEditable, SerializableProperty(1.0f, true)]
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[InGameEditable, Serialize(1.0f, true)]
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public float Frequency
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{
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get { return frequency; }
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@@ -16,14 +16,14 @@ namespace Barotrauma.Items.Components
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private Regex regex;
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[InGameEditable, SerializableProperty("1", true)]
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[InGameEditable, Serialize("1", true)]
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public string Output
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{
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get { return output; }
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set { output = value; }
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}
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[InGameEditable, SerializableProperty("", true)]
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[InGameEditable, Serialize("", true)]
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public string Expression
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{
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get { return expression; }
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@@ -11,7 +11,7 @@ namespace Barotrauma.Items.Components
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private bool isOn;
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[Editable, SerializableProperty(1000.0f, true)]
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[Editable, Serialize(1000.0f, true)]
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public float MaxPower
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{
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get { return maxPower; }
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@@ -21,7 +21,7 @@ namespace Barotrauma.Items.Components
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}
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}
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[Editable, SerializableProperty(false, true)]
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[Editable, Serialize(false, true)]
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public bool IsOn
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{
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get
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@@ -8,20 +8,20 @@ namespace Barotrauma.Items.Components
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private string targetSignal;
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[InGameEditable, SerializableProperty("1", true)]
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[InGameEditable, Serialize("1", true)]
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public string Output
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{
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get { return output; }
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set { output = value; }
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}
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[InGameEditable, SerializableProperty("0", true)]
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[InGameEditable, Serialize("0", true)]
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public string FalseOutput
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{
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get { return falseOutput; }
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set { falseOutput = value; }
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}
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[InGameEditable, SerializableProperty("", true)]
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[InGameEditable, Serialize("", true)]
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public string TargetSignal
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{
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get { return targetSignal; }
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@@ -14,14 +14,14 @@ namespace Barotrauma.Items.Components
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private int channel;
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[SerializableProperty(20000.0f, false)]
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[Serialize(20000.0f, false)]
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public float Range
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{
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get { return range; }
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set { range = Math.Max(value, 0.0f); }
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}
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[InGameEditable, SerializableProperty(1, true)]
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[InGameEditable, Serialize(1, true)]
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public int Channel
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{
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get { return channel; }
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@@ -31,7 +31,7 @@ namespace Barotrauma.Items.Components
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}
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}
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[Editable, SerializableProperty(false, false)]
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[Editable, Serialize(false, false)]
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public bool LinkToChat
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{
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get;
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