Fixes CameraRecoil runtime (#2662)

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
This commit is contained in:
Paul Ritter
2020-12-01 20:41:16 +01:00
committed by GitHub
parent 0812233f20
commit 71aaf54595

View File

@@ -1,7 +1,9 @@
using System;
#nullable enable
using System;
using Content.Shared.GameObjects.Components.Mobs;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.ComponentDependencies;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.Log;
using Robust.Shared.Maths;
@@ -28,19 +30,13 @@ namespace Content.Client.GameObjects.Components.Mobs
private Vector2 _currentKick;
private float _lastKickTime;
private EyeComponent _eye;
[ComponentDependency]
private readonly EyeComponent? _eye;
// Basically I needed a way to chain this effect for the attack lunge animation.
// Sorry!
public Vector2 BaseOffset { get; set; }
public override void Initialize()
{
base.Initialize();
_eye = Owner.GetComponent<EyeComponent>();
}
public override void Kick(Vector2 recoil)
{
if (float.IsNaN(recoil.X) || float.IsNaN(recoil.Y))
@@ -62,7 +58,7 @@ namespace Content.Client.GameObjects.Components.Mobs
_updateEye();
}
public override void HandleNetworkMessage(ComponentMessage message, INetChannel channel, ICommonSession session = null)
public override void HandleNetworkMessage(ComponentMessage message, INetChannel channel, ICommonSession? session = null)
{
base.HandleNetworkMessage(message, channel, session);
@@ -107,7 +103,7 @@ namespace Content.Client.GameObjects.Components.Mobs
private void _updateEye()
{
_eye.Offset = BaseOffset + _currentKick;
if (_eye != null) _eye.Offset = BaseOffset + _currentKick;
}
}
}