Refactor TriggerSystem.Proximity (#17554)
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@@ -1,7 +1,10 @@
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using Content.Server.Explosion.EntitySystems;
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using Content.Shared.Explosion;
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using Content.Shared.Physics;
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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Server.Explosion.Components
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{
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@@ -12,49 +15,76 @@ namespace Content.Server.Explosion.Components
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[RegisterComponent]
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public sealed class TriggerOnProximityComponent : SharedTriggerOnProximityComponent
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{
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public const string FixtureID = "trigger-on-proximity-fixture";
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public const string FixtureID = "trigger-on-proximity-fixture";
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public readonly HashSet<PhysicsComponent> Colliding = new();
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[ViewVariables]
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public readonly Dictionary<EntityUid, PhysicsComponent> Colliding = new();
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[DataField("shape", required: true)]
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public IPhysShape Shape { get; set; } = new PhysShapeCircle(2f);
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/// <summary>
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/// What is the shape of the proximity fixture?
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/// </summary>
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[ViewVariables]
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[DataField("shape")]
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public IPhysShape Shape = new PhysShapeCircle(2f);
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/// <summary>
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/// How long the the proximity trigger animation plays for.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("animationDuration")]
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public float AnimationDuration = 0.3f;
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public TimeSpan AnimationDuration = TimeSpan.FromSeconds(0.6f);
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/// <summary>
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/// Whether the entity needs to be anchored for the proximity to work.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("requiresAnchored")]
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public bool RequiresAnchored { get; set; } = true;
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public bool RequiresAnchored = true;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("enabled")]
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public bool Enabled = true;
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/// <summary>
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/// The minimum delay between repeating triggers.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("cooldown")]
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public float Cooldown { get; set; } = 5f;
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public TimeSpan Cooldown = TimeSpan.FromSeconds(5);
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/// <summary>
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/// How much cooldown has elapsed (if relevant).
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/// When can the trigger run again?
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/// </summary>
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[DataField("accumulator")]
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public float Accumulator = 0f;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("nextTrigger", customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan NextTrigger = TimeSpan.Zero;
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/// <summary>
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/// When will the visual state be updated again after activation?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("nextVisualUpdate", customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan NextVisualUpdate = TimeSpan.Zero;
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/// <summary>
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/// What speed should the other object be moving at to trigger the proximity fixture?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("triggerSpeed")]
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public float TriggerSpeed { get; set; } = 3.5f;
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public float TriggerSpeed = 3.5f;
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/// <summary>
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/// If this proximity is triggered should we continually repeat it?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("repeating")]
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internal bool Repeating = true;
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public bool Repeating = true;
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/// <summary>
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/// What layer is the trigger fixture on?
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/// </summary>
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[ViewVariables]
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[DataField("layer", customTypeSerializer: typeof(FlagSerializer<CollisionLayer>))]
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public readonly int Layer = (int) (CollisionGroup.MidImpassable | CollisionGroup.LowImpassable | CollisionGroup.HighImpassable);
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}
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}
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