Climbing system (#1750)
* Initial commit * Climbing uses its own controller now * Missed a check * Get rid of hands check * Cleanup * Get rid of speciescomponent stuff * Remove unneeded check, add separate case for moving other players. * Add DoAfter * IClientDraggable added to ClimbingComponent * Added some basic integration tests. Renamed ClimbMode to Climbing. * oops * Minor fixes * ffff * Table fix * Revamped system so its more predicted, uses proper logic for de-climbing. Get hype!!! * Flag check fix * Distance check and reset numticksblocked * get rid
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Client.Interfaces.GameObjects.Components.Interaction;
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using Content.Shared.Physics;
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namespace Content.Client.GameObjects.Components.Movement
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{
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[RegisterComponent]
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public class ClimbingComponent : SharedClimbingComponent, IClientDraggable
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{
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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if (!(curState is ClimbModeComponentState climbModeState) || Body == null)
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{
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return;
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}
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IsClimbing = climbModeState.Climbing;
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}
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public override bool IsClimbing { get; set; }
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bool IClientDraggable.ClientCanDropOn(CanDropEventArgs eventArgs)
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{
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return eventArgs.Target.HasComponent<IClimbable>();
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}
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bool IClientDraggable.ClientCanDrag(CanDragEventArgs eventArgs)
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{
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return true;
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}
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}
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}
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