Re-organize all projects (#4166)
This commit is contained in:
41
Content.Shared/Movement/SharedMobMoverSystem.cs
Normal file
41
Content.Shared/Movement/SharedMobMoverSystem.cs
Normal file
@@ -0,0 +1,41 @@
|
||||
#nullable enable
|
||||
using Content.Shared.Movement.Components;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Physics.Collision;
|
||||
using Robust.Shared.Physics.Dynamics;
|
||||
|
||||
namespace Content.Shared.Movement
|
||||
{
|
||||
public sealed class SharedMobMoverSystem : EntitySystem
|
||||
{
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
Get<SharedPhysicsSystem>().KinematicControllerCollision += HandleCollisionMessage;
|
||||
}
|
||||
|
||||
public override void Shutdown()
|
||||
{
|
||||
base.Shutdown();
|
||||
Get<SharedPhysicsSystem>().KinematicControllerCollision -= HandleCollisionMessage;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fake pushing for player collisions.
|
||||
/// </summary>
|
||||
private void HandleCollisionMessage(Fixture ourFixture, Fixture otherFixture, float frameTime, Manifold manifold)
|
||||
{
|
||||
var otherBody = otherFixture.Body;
|
||||
|
||||
if (otherBody.BodyType != BodyType.Dynamic || !otherFixture.Hard) return;
|
||||
|
||||
var normal = manifold.LocalNormal;
|
||||
|
||||
if (!ourFixture.Body.Owner.TryGetComponent(out IMobMoverComponent? mobMover) || normal == Vector2.Zero) return;
|
||||
|
||||
otherBody.ApplyLinearImpulse(-normal * mobMover.PushStrength * frameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user