The real movement refactor (#9645)
* The real movement refactor * ref events * Jetpack cleanup * a * Vehicles partially working * Balance tweaks * Restore some shitcode * AAAAAAAA * Even more prediction * ECS compstate trying to fix this * yml * vehicles kill me * Don't lock keys * a * Fix problem * Fix sounds * shuttle inputs * Shuttle controls * space brakes * Keybinds * Fix merge * Handle shutdown * Fix keys * Bump friction * fix buckle offset * Fix relay and friction * Fix jetpack turning * contexts amirite
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@@ -3,12 +3,27 @@ using Robust.Shared.GameStates;
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namespace Content.Shared.Movement.Components
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{
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/// <summary>
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/// Applies basic movement speed and movement modifiers for an entity.
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/// If this is not present on the entity then they will use defaults for movement.
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/// </summary>
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[RegisterComponent]
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[NetworkedComponent, Access(typeof(MovementSpeedModifierSystem))]
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public sealed class MovementSpeedModifierComponent : Component
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{
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public const float DefaultBaseWalkSpeed = 3.0f;
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public const float DefaultBaseSprintSpeed = 5.0f;
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// Weightless
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public const float DefaultMinimumFrictionSpeed = 0.005f;
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public const float DefaultWeightlessFriction = 1f;
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public const float DefaultWeightlessFrictionNoInput = 0.2f;
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public const float DefaultWeightlessModifier = 0.7f;
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public const float DefaultWeightlessAcceleration = 1f;
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public const float DefaultAcceleration = 20f;
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public const float DefaultFriction = 20f;
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public const float DefaultFrictionNoInput = 20f;
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public const float DefaultBaseWalkSpeed = 2.5f;
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public const float DefaultBaseSprintSpeed = 4.5f;
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[ViewVariables]
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public float WalkSpeedModifier = 1.0f;
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@@ -38,6 +53,54 @@ namespace Content.Shared.Movement.Components
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}
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}
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/// <summary>
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/// Minimum speed a mob has to be moving before applying movement friction.
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/// </summary>
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[DataField("minimumFrictionSpeed")]
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public float MinimumFrictionSpeed = DefaultMinimumFrictionSpeed;
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/// <summary>
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/// The negative velocity applied for friction when weightless and providing inputs.
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/// </summary>
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[DataField("weightlessFriction")]
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public float WeightlessFriction = DefaultWeightlessFriction;
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/// <summary>
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/// The negative velocity applied for friction when weightless and not providing inputs.
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/// This is essentially how much their speed decreases per second.
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/// </summary>
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[DataField("weightlessFrictionNoInput")]
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public float WeightlessFrictionNoInput = DefaultWeightlessFrictionNoInput;
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/// <summary>
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/// The movement speed modifier applied to a mob's total input velocity when weightless.
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/// </summary>
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[DataField("weightlessModifier")]
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public float WeightlessModifier = DefaultWeightlessModifier;
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/// <summary>
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/// The acceleration applied to mobs when moving and weightless.
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/// </summary>
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[DataField("weightlessAcceleration")]
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public float WeightlessAcceleration = DefaultWeightlessAcceleration;
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/// <summary>
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/// The acceleration applied to mobs when moving.
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/// </summary>
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[DataField("acceleration")]
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public float Acceleration = DefaultAcceleration;
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/// <summary>
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/// The negative velocity applied for friction.
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/// </summary>
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[DataField("friction")]
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public float Friction = DefaultFriction;
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/// <summary>
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/// The negative velocity applied for friction.
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/// </summary>
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[DataField("frictionNoInput")] public float? FrictionNoInput = null;
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[DataField("baseWalkSpeed")]
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public float BaseWalkSpeed { get; set; } = DefaultBaseWalkSpeed;
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