Split Machines ItemComponents
There's still a lot of work to do before we can get the server to compile
This commit is contained in:
@@ -0,0 +1,61 @@
|
||||
using Barotrauma.Networking;
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class Deconstructor : Powered, IServerSerializable, IClientSerializable
|
||||
{
|
||||
GUIProgressBar progressBar;
|
||||
GUIButton activateButton;
|
||||
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
GuiFrame.Draw(spriteBatch);
|
||||
}
|
||||
|
||||
public override void AddToGUIUpdateList()
|
||||
{
|
||||
GuiFrame.AddToGUIUpdateList();
|
||||
}
|
||||
|
||||
public override void UpdateHUD(Character character)
|
||||
{
|
||||
GuiFrame.Update((float)Timing.Step);
|
||||
}
|
||||
|
||||
private bool ToggleActive(GUIButton button, object obj)
|
||||
{
|
||||
SetActive(!IsActive, Character.Controlled);
|
||||
|
||||
currPowerConsumption = IsActive ? powerConsumption : 0.0f;
|
||||
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
item.CreateServerEvent(this);
|
||||
}
|
||||
else if (GameMain.Client != null)
|
||||
{
|
||||
item.CreateClientEvent(this);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void ClientWrite(NetBuffer msg, object[] extraData = null)
|
||||
{
|
||||
msg.Write(IsActive);
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
|
||||
{
|
||||
SetActive(msg.ReadBoolean());
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user