Entity Interpolation (#197)
* Frame interpolation kinda works. * Added null CurState check because it can be null now. * Merge remote-tracking branch 'upstream/master' into dev-GameState
This commit is contained in:
committed by
Pieter-Jan Briers
parent
52af7d27da
commit
b1c81ed6e6
@@ -35,9 +35,12 @@ namespace Content.Client.GameObjects.Components.Clothing
|
|||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void HandleComponentState(ComponentState state)
|
public override void HandleComponentState(ComponentState curState, ComponentState nextState)
|
||||||
{
|
{
|
||||||
var clothingComponentState = (ClothingComponentState)state;
|
if (curState == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
var clothingComponentState = (ClothingComponentState)curState;
|
||||||
ClothingEquippedPrefix = clothingComponentState.ClothingEquippedPrefix;
|
ClothingEquippedPrefix = clothingComponentState.ClothingEquippedPrefix;
|
||||||
EquippedPrefix = clothingComponentState.EquippedPrefix;
|
EquippedPrefix = clothingComponentState.EquippedPrefix;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,7 +1,5 @@
|
|||||||
using Content.Shared.GameObjects;
|
using Content.Shared.GameObjects;
|
||||||
using SS14.Shared.GameObjects;
|
using SS14.Shared.GameObjects;
|
||||||
using SS14.Shared.Interfaces.GameObjects;
|
|
||||||
using SS14.Shared.Interfaces.Network;
|
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
|
||||||
namespace Content.Client.GameObjects
|
namespace Content.Client.GameObjects
|
||||||
@@ -17,13 +15,13 @@ namespace Content.Client.GameObjects
|
|||||||
|
|
||||||
public Dictionary<DamageType, int> CurrentDamage = new Dictionary<DamageType, int>();
|
public Dictionary<DamageType, int> CurrentDamage = new Dictionary<DamageType, int>();
|
||||||
|
|
||||||
public override void HandleComponentState(ComponentState state)
|
public override void HandleComponentState(ComponentState curState, ComponentState nextState)
|
||||||
{
|
{
|
||||||
base.HandleComponentState(state);
|
base.HandleComponentState(curState, nextState);
|
||||||
|
|
||||||
if(state is DamageComponentState)
|
if(curState is DamageComponentState)
|
||||||
{
|
{
|
||||||
var damagestate = (DamageComponentState)state;
|
var damagestate = (DamageComponentState)curState;
|
||||||
CurrentDamage = damagestate.CurrentDamage;
|
CurrentDamage = damagestate.CurrentDamage;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -91,10 +91,14 @@ namespace Content.Client.GameObjects
|
|||||||
serializer.DataField(ref _templateName, "Template", "HumanInventory");
|
serializer.DataField(ref _templateName, "Template", "HumanInventory");
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void HandleComponentState(ComponentState state)
|
public override void HandleComponentState(ComponentState curState, ComponentState nextState)
|
||||||
{
|
{
|
||||||
base.HandleComponentState(state);
|
base.HandleComponentState(curState, nextState);
|
||||||
var cast = (InventoryComponentState) state;
|
|
||||||
|
if (curState == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
var cast = (InventoryComponentState) curState;
|
||||||
|
|
||||||
var doneSlots = new HashSet<Slots>();
|
var doneSlots = new HashSet<Slots>();
|
||||||
|
|
||||||
|
|||||||
@@ -69,9 +69,12 @@ namespace Content.Client.GameObjects
|
|||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void HandleComponentState(ComponentState state)
|
public override void HandleComponentState(ComponentState curState, ComponentState nextState)
|
||||||
{
|
{
|
||||||
var cast = (HandsComponentState) state;
|
if (curState == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
var cast = (HandsComponentState) curState;
|
||||||
foreach (var (slot, uid) in cast.Hands)
|
foreach (var (slot, uid) in cast.Hands)
|
||||||
{
|
{
|
||||||
IEntity entity = null;
|
IEntity entity = null;
|
||||||
|
|||||||
@@ -61,9 +61,12 @@ namespace Content.Client.GameObjects
|
|||||||
return resourceCache.GetResource<RSIResource>(SharedSpriteComponent.TextureRoot / RsiPath).RSI;
|
return resourceCache.GetResource<RSIResource>(SharedSpriteComponent.TextureRoot / RsiPath).RSI;
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void HandleComponentState(ComponentState state)
|
public override void HandleComponentState(ComponentState curState, ComponentState nextState)
|
||||||
{
|
{
|
||||||
var itemComponentState = (ItemComponentState)state;
|
if(curState == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
var itemComponentState = (ItemComponentState)curState;
|
||||||
EquippedPrefix = itemComponentState.EquippedPrefix;
|
EquippedPrefix = itemComponentState.EquippedPrefix;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,6 +1,4 @@
|
|||||||
using Content.Shared.GameObjects;
|
using Content.Shared.GameObjects.Components.Storage;
|
||||||
using Content.Shared.GameObjects.Components.Storage;
|
|
||||||
using SS14.Client.GameObjects;
|
|
||||||
using SS14.Client.Interfaces.GameObjects.Components;
|
using SS14.Client.Interfaces.GameObjects.Components;
|
||||||
using SS14.Client.UserInterface;
|
using SS14.Client.UserInterface;
|
||||||
using SS14.Client.UserInterface.Controls;
|
using SS14.Client.UserInterface.Controls;
|
||||||
@@ -9,8 +7,6 @@ using SS14.Shared.GameObjects;
|
|||||||
using SS14.Shared.Interfaces.GameObjects;
|
using SS14.Shared.Interfaces.GameObjects;
|
||||||
using SS14.Shared.Interfaces.Network;
|
using SS14.Shared.Interfaces.Network;
|
||||||
using SS14.Shared.IoC;
|
using SS14.Shared.IoC;
|
||||||
using SS14.Shared.Log;
|
|
||||||
using SS14.Shared.Maths;
|
|
||||||
using SS14.Shared.Utility;
|
using SS14.Shared.Utility;
|
||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
@@ -53,11 +49,11 @@ namespace Content.Client.GameObjects.Components.Storage
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// <inheritdoc />
|
/// <inheritdoc />
|
||||||
public override void HandleComponentState(ComponentState state)
|
public override void HandleComponentState(ComponentState curState, ComponentState nextState)
|
||||||
{
|
{
|
||||||
base.HandleComponentState(state);
|
base.HandleComponentState(curState, nextState);
|
||||||
|
|
||||||
if (!(state is StorageComponentState storageState))
|
if (!(curState is StorageComponentState storageState))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
Open = storageState.Open;
|
Open = storageState.Open;
|
||||||
|
|||||||
Reference in New Issue
Block a user