using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
namespace Content.Shared.Movement.Components
{
// Does nothing except ensure uniqueness between mover components.
// There can only be one.
public interface IMoverComponent : IComponent
{
///
/// Movement speed (m/s) that the entity walks.
///
float CurrentWalkSpeed { get; }
///
/// Movement speed (m/s) that the entity sprints.
///
float CurrentSprintSpeed { get; }
///
/// Is the entity Sprinting (running)?
///
bool Sprinting { get; }
///
/// Calculated linear velocity direction of the entity.
///
(Vector2 walking, Vector2 sprinting) VelocityDir { get; }
///
/// Toggles one of the four cardinal directions. Each of the four directions are
/// composed into a single direction vector, . Enabling
/// opposite directions will cancel each other out, resulting in no direction.
///
/// Direction to toggle.
///
/// If the direction is active.
void SetVelocityDirection(Direction direction, ushort subTick, bool enabled);
void SetSprinting(ushort subTick, bool walking);
}
}