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
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return null;
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}
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public override void HandleComponentState(ComponentState state)
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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var clothingComponentState = (ClothingComponentState)state;
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if (curState == null)
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return;
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var clothingComponentState = (ClothingComponentState)curState;
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ClothingEquippedPrefix = clothingComponentState.ClothingEquippedPrefix;
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EquippedPrefix = clothingComponentState.EquippedPrefix;
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}
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@@ -1,7 +1,5 @@
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using Content.Shared.GameObjects;
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using SS14.Shared.GameObjects;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Interfaces.Network;
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using System.Collections.Generic;
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namespace Content.Client.GameObjects
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@@ -17,13 +15,13 @@ namespace Content.Client.GameObjects
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public Dictionary<DamageType, int> CurrentDamage = new Dictionary<DamageType, int>();
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public override void HandleComponentState(ComponentState state)
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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base.HandleComponentState(state);
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base.HandleComponentState(curState, nextState);
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if(state is DamageComponentState)
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if(curState is DamageComponentState)
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{
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var damagestate = (DamageComponentState)state;
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var damagestate = (DamageComponentState)curState;
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CurrentDamage = damagestate.CurrentDamage;
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}
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}
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@@ -91,10 +91,14 @@ namespace Content.Client.GameObjects
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serializer.DataField(ref _templateName, "Template", "HumanInventory");
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}
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public override void HandleComponentState(ComponentState state)
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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base.HandleComponentState(state);
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var cast = (InventoryComponentState) state;
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base.HandleComponentState(curState, nextState);
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if (curState == null)
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return;
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var cast = (InventoryComponentState) curState;
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var doneSlots = new HashSet<Slots>();
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@@ -69,9 +69,12 @@ namespace Content.Client.GameObjects
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return null;
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}
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public override void HandleComponentState(ComponentState state)
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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var cast = (HandsComponentState) state;
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if (curState == null)
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return;
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var cast = (HandsComponentState) curState;
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foreach (var (slot, uid) in cast.Hands)
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{
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IEntity entity = null;
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@@ -61,9 +61,12 @@ namespace Content.Client.GameObjects
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return resourceCache.GetResource<RSIResource>(SharedSpriteComponent.TextureRoot / RsiPath).RSI;
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}
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public override void HandleComponentState(ComponentState state)
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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var itemComponentState = (ItemComponentState)state;
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if(curState == null)
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return;
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var itemComponentState = (ItemComponentState)curState;
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EquippedPrefix = itemComponentState.EquippedPrefix;
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}
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}
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@@ -1,6 +1,4 @@
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Storage;
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using SS14.Client.GameObjects;
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using Content.Shared.GameObjects.Components.Storage;
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using SS14.Client.Interfaces.GameObjects.Components;
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using SS14.Client.UserInterface;
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using SS14.Client.UserInterface.Controls;
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@@ -9,8 +7,6 @@ using SS14.Shared.GameObjects;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Interfaces.Network;
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using SS14.Shared.IoC;
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using SS14.Shared.Log;
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using SS14.Shared.Maths;
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using SS14.Shared.Utility;
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using System;
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using System.Collections.Generic;
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@@ -53,11 +49,11 @@ namespace Content.Client.GameObjects.Components.Storage
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}
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/// <inheritdoc />
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public override void HandleComponentState(ComponentState state)
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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base.HandleComponentState(state);
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base.HandleComponentState(curState, nextState);
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if (!(state is StorageComponentState storageState))
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if (!(curState is StorageComponentState storageState))
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return;
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Open = storageState.Open;
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