Refactor to use the new multiple controller system (#1462)

* Transition code to new controller system

* Fix shuttles not moving

* Fix throwing

* Fix guns

* Change hands to use physics.Stop() and remove item fumble method
This commit is contained in:
DrSmugleaf
2020-07-23 18:33:37 +02:00
committed by GitHub
parent 3296079400
commit 64672fdc31
13 changed files with 114 additions and 101 deletions

View File

@@ -10,60 +10,27 @@ namespace Content.Shared.Physics
{
public class MoverController : VirtualController
{
private Vector2 _velocity;
private ICollidableComponent? _component;
public Vector2 Velocity
{
get => _velocity;
set => _velocity = value;
}
public override ICollidableComponent? ControlledComponent
{
set => _component = value;
}
public MoverController()
{
_velocity = Vector2.Zero;
}
public override ICollidableComponent? ControlledComponent { protected get; set; }
public void Move(Vector2 velocityDirection, float speed)
{
if (_component?.Owner.HasComponent<MovementIgnoreGravityComponent>() == false
&& IoCManager.Resolve<IPhysicsManager>().IsWeightless(_component.Owner.Transform.GridPosition)) return;
if (ControlledComponent?.Owner.HasComponent<MovementIgnoreGravityComponent>() == false
&& IoCManager.Resolve<IPhysicsManager>().IsWeightless(ControlledComponent.Owner.Transform.GridPosition))
{
return;
}
Push(velocityDirection, speed);
}
public void Push(Vector2 velocityDirection, float speed)
{
Velocity = velocityDirection * speed;
LinearVelocity = velocityDirection * speed;
}
public void StopMoving()
{
Velocity = Vector2.Zero;
}
public override void UpdateBeforeProcessing()
{
base.UpdateBeforeProcessing();
if (_component == null)
{
return;
}
if (Velocity == Vector2.Zero)
{
// Try to stop movement
_component.LinearVelocity = Vector2.Zero;
}
else
{
_component.LinearVelocity = Velocity;
}
LinearVelocity = Vector2.Zero;
}
}
}