Construction System. (#87)

* Construction WiP

* Construction kinda works!

* Lots more construction work.

* It mostly works!
This commit is contained in:
Pieter-Jan Briers
2018-08-02 08:29:55 +02:00
committed by GitHub
parent f051078c79
commit d7074bf74f
72 changed files with 1925 additions and 245 deletions

View File

@@ -3,6 +3,7 @@ using SS14.Server.GameObjects;
using SS14.Server.GameObjects.EntitySystems;
using SS14.Server.Interfaces.GameObjects;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.Interfaces.GameObjects.Components;
using SS14.Shared.IoC;
using SS14.Shared.Map;
using SS14.Shared.Maths;
@@ -19,7 +20,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Projectile
protected override void Fire(IEntity user, GridLocalCoordinates clicklocation)
{
var userposition = user.GetComponent<TransformComponent>().LocalPosition; //Remember world positions are ephemeral and can only be used instantaneously
var userposition = user.GetComponent<ITransformComponent>().LocalPosition; //Remember world positions are ephemeral and can only be used instantaneously
var angle = new Angle(clicklocation.Position - userposition.Position);
var theta = angle.Theta;
@@ -34,7 +35,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Projectile
projectile.GetComponent<PhysicsComponent>().LinearVelocity = angle.ToVec() * _velocity;
//Rotate the bullets sprite to the correct direction, from north facing I guess
projectile.GetComponent<TransformComponent>().LocalRotation = angle.Theta;
projectile.GetComponent<ITransformComponent>().LocalRotation = angle.Theta;
// Sound!
IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AudioSystem>().Play("/Audio/gunshot_c20.ogg");