#nullable enable
using Content.Shared.GameObjects.Components.Pointing;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
using DrawDepth = Content.Shared.GameObjects.DrawDepth;
namespace Content.Server.GameObjects.Components.Pointing
{
[RegisterComponent]
public class PointingArrowComponent : SharedPointingArrowComponent
{
///
/// The current amount of seconds left on this arrow.
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("duration")]
private float _duration = 4;
///
/// The amount of seconds before the arrow changes movement direction.
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("step")]
private float _step = 0.5f;
///
/// The amount of units that this arrow will move by when multiplied
/// by the frame time.
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("speed")]
private float _speed = 1;
///
/// The current amount of seconds left before the arrow changes
/// movement direction.
///
[ViewVariables(VVAccess.ReadWrite)]
private float _currentStep;
///
/// Whether or not this arrow is currently going up.
///
[ViewVariables(VVAccess.ReadWrite)]
private bool _up;
///
/// Whether or not this arrow will convert into a
/// when its duration runs out.
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("rogue")]
private bool _rogue = default;
protected override void Startup()
{
base.Startup();
if (Owner.TryGetComponent(out SpriteComponent? sprite))
{
sprite.DrawDepth = (int) DrawDepth.Overlays;
}
}
public void Update(float frameTime)
{
var movement = _speed * frameTime * (_up ? 1 : -1);
Owner.Transform.LocalPosition += (0, movement);
_duration -= frameTime;
_currentStep -= frameTime;
if (_duration <= 0)
{
if (_rogue)
{
Owner.RemoveComponent();
Owner.AddComponent();
return;
}
Owner.Delete();
return;
}
if (_currentStep <= 0)
{
_currentStep = _step;
_up ^= true;
}
}
}
}