Correctly implement movement blocking and undo that appearance mess.

This commit is contained in:
Pieter-Jan Briers
2019-04-04 19:43:01 +02:00
parent 0fe1407214
commit ea581e67c8
4 changed files with 35 additions and 56 deletions

View File

@@ -29,30 +29,24 @@ namespace Content.Server.GameObjects
/// </summary>
private DamageTemplates DamageTemplate;
AppearanceComponent Appearance;
/// <summary>
/// Variable for serialization
/// </summary>
private string templatename;
public override void Initialize()
{
base.Initialize();
Appearance = Owner.GetComponent<AppearanceComponent>();
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref templatename, "Template", "Human");
Type type = AppDomain.CurrentDomain.GetAssemblyByName("Content.Server").GetType("Content.Server.GameObjects." + templatename);
DamageTemplate = (DamageTemplates)Activator.CreateInstance(type);
Type type = AppDomain.CurrentDomain.GetAssemblyByName("Content.Server")
.GetType("Content.Server.GameObjects." + templatename);
DamageTemplate = (DamageTemplates) Activator.CreateInstance(type);
}
public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null, IComponent component = null)
public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null,
IComponent component = null)
{
switch (message)
{
@@ -87,14 +81,15 @@ namespace Content.Server.GameObjects
void IOnDamageBehavior.OnDamageThresholdPassed(object damageable, DamageThresholdPassedEventArgs e)
{
DamageableComponent damage = (DamageableComponent)damageable;
DamageableComponent damage = (DamageableComponent) damageable;
if(e.DamageThreshold.ThresholdType != ThresholdType.HUDUpdate)
if (e.DamageThreshold.ThresholdType != ThresholdType.HUDUpdate)
{
ChangeDamageState(DamageTemplate.CalculateDamageState(damage));
}
if (Owner.TryGetComponent(out BasicActorComponent actor)) //specifies if we have a client to update the hud for
if (Owner.TryGetComponent(out BasicActorComponent actor)
) //specifies if we have a client to update the hud for
{
var hudstatechange = DamageTemplate.ChangeHudState(damage);
SendNetworkMessage(hudstatechange);
@@ -103,14 +98,14 @@ namespace Content.Server.GameObjects
private void ChangeDamageState(ThresholdType threshold)
{
if(threshold == currentstate)
if (threshold == currentstate)
{
return;
}
CurrentDamageState.ExitState(Owner, Appearance);
CurrentDamageState.ExitState(Owner);
CurrentDamageState = DamageTemplates.StateThresholdMap[threshold];
CurrentDamageState.EnterState(Owner, Appearance);
CurrentDamageState.EnterState(Owner);
currentstate = threshold;
}