Species Component (#130)
* Fix this fug oksure Creates the initial species component, damage states, and threshold templates and hooks them into the damageable component * More rebase fixes * test * Pre future rebase * Please * Lol * Lol2 * SHADERS * Update Engine * yml file * Fix an initialization issue, injects dependencies * Fix error in loading shaders * Makes a master character ui controller component added upon client attachment to entity and remove upon client detachment from entity * Fixes just about everytrhing * Address PJB's comments * geeze * Make overlays work in worldspace instead of screen space and not cover user interfaces * update submodule
This commit is contained in:
committed by
Pieter-Jan Briers
parent
b8becf4a56
commit
37df61113e
@@ -0,0 +1,47 @@
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using SS14.Shared.GameObjects.Systems;
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using SS14.Shared.Interfaces.GameObjects;
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namespace Content.Server.GameObjects.EntitySystems
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{
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public interface IActionBlocker
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{
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bool CanMove();
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bool CanInteract();
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bool CanUse();
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}
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public class ActionBlockerSystem : EntitySystem
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{
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public static bool CanMove(IEntity entity)
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{
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bool canmove = true;
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foreach(var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
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{
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canmove &= actionblockercomponents.CanMove(); //sets var to false if false
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}
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return canmove;
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}
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public static bool CanInteract(IEntity entity)
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{
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bool caninteract = true;
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foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
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{
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caninteract &= actionblockercomponents.CanInteract();
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}
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return caninteract;
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}
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public static bool CanUse(IEntity entity)
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{
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bool canuse = true;
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foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
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{
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canuse &= actionblockercomponents.CanUse();
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}
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return canuse;
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}
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}
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}
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