Puddle Visuals: ECS/Refactor and fixes (#11941)
* Don't stop me now, cuz I'm havin' such a good time (I'm havin' a ball!) * YEET * No changes to intended behaviour at this point. Pretty much just a refactor + bugfixes. * tweaks to RandomizeState, removing an error caused by setting the state after setting the RSI * Comments cleanup and removed IsSlippery. To re-add soon for this PR. * test * We don't actually use this PuddleGeneric anywhere * cheeky * Uncheeky, and tweaks based on #8203 * Recheeky * A small price to pay for `checks passed` * Beauty, like ice, our footing does betray; Who can tread sure on the smooth, slippery way * Undo Slippery Checks * Begin smoothing. Need to fix the animation-not-playing bug again * Cleanup * animation bugfix * IgnoredComponents tests fix
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@@ -12,7 +12,7 @@ namespace Content.Server.Fluids.Components
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public sealed class PuddleComponent : Component
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{
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public const string DefaultSolutionName = "puddle";
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private static readonly FixedPoint2 DefaultSlipThreshold = FixedPoint2.New(-1);
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private static readonly FixedPoint2 DefaultSlipThreshold = FixedPoint2.New(-1); //Not slippery by default. Set specific slipThresholds in YAML if you want your puddles to be slippery. Lower = more slippery, and zero means any volume can slip.
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public static readonly FixedPoint2 DefaultOverflowVolume = FixedPoint2.New(20);
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// Current design: Something calls the SpillHelper.Spill, that will either
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@@ -33,13 +33,6 @@ namespace Content.Server.Fluids.Components
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[DataField("slipThreshold")]
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public FixedPoint2 SlipThreshold = DefaultSlipThreshold;
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/// <summary>
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/// Puddles with volume below this threshold will have their sprite changed to a wet floor effect,
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/// provided they can evaporate down to zero.
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/// </summary>
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[DataField("wetFloorEffectThreshold")]
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public FixedPoint2 WetFloorEffectThreshold = FixedPoint2.New(5);
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[DataField("spillSound")]
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public SoundSpecifier SpillSound = new SoundPathSpecifier("/Audio/Effects/Fluids/splat.ogg");
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