Files
2025-07-06 00:23:46 +02:00

60 lines
2.2 KiB
C#

using System;
using NitroxModel.DataStructures.GameLogic.Entities.Metadata;
using System.Collections.Generic;
using System.Runtime.Serialization;
using BinaryPack.Attributes;
namespace NitroxModel.DataStructures.GameLogic.Entities
{
/*
* A PrefabChildEntity is a gameobject that resides inside of a spawned prefab. Although the server knows about these,
* it is too cost prohibitive for it to send spawn data for all of these. Instead, we let the game spawn them and tag
* the entity after the fact. An example of this is a keypad in the aurora; there is an overarching Door prefab with
* the keypad baked in - we simply update the id of the keypad on spawn. Each PrefabChildEntity will always bubble up
* to a root WorldEntity.
*/
[Serializable]
[DataContract]
public class PrefabChildEntity : Entity
{
[DataMember(Order = 1)]
public int ComponentIndex { get; set; }
[DataMember(Order = 2)]
public string ClassId { get; set; }
[IgnoreConstructor]
protected PrefabChildEntity()
{
// Constructor for serialization. Has to be "protected" for json serialization.
}
public PrefabChildEntity(NitroxId id, string classId, NitroxTechType techType, int componentIndex, EntityMetadata metadata, NitroxId parentId)
{
Id = id;
TechType = techType;
ComponentIndex = componentIndex;
ParentId = parentId;
ClassId = classId;
Metadata = metadata;
}
/// <remarks>Used for deserialization</remarks>
public PrefabChildEntity(int componentIndex, string classId, NitroxId id, NitroxTechType techType, EntityMetadata metadata, NitroxId parentId, List<Entity> childEntities)
{
ComponentIndex = componentIndex;
ClassId = classId;
Id = id;
TechType = techType;
Metadata = metadata;
ParentId = parentId;
ChildEntities = childEntities;
}
public override string ToString()
{
return $"[PrefabChildEntity ComponentIndex: {ComponentIndex} ClassId: {ClassId} {base.ToString()}]";
}
}
}