* hack to resolve offset issues while in locker * moved movment cancel from lerp to init * Added DoAfter canceling for buckling and stowing * changed container event & removed inventory check from climb initation * resolved integration test fail * style --------- Co-authored-by: Milon <milonpl.git@proton.me>
57 lines
1.8 KiB
C#
57 lines
1.8 KiB
C#
using Content.Shared.DoAfter;
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using System.Numerics;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Climbing.Components;
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/// <summary>
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/// Indicates that this entity is able to be placed on top of surfaces like tables.
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/// Does not by itself allow the entity to carry out the action of climbing, unless
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/// <see cref="CanClimb"/> is true. Use <see cref="CanForceClimb"/> to control whether
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/// the entity can force other entities onto surfaces.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
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public sealed partial class ClimbingComponent : Component
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{
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/// <summary>
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/// Whether the owner is able to climb onto things by their own action.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool CanClimb = true;
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/// <summary>
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/// Whether the owner is climbing on a climbable entity.
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/// </summary>
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[AutoNetworkedField, DataField]
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public bool IsClimbing;
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/// <summary>
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/// The Climbing DoAfter.
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/// </summary>
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[DataField]
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public DoAfterId? DoAfter;
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/// <summary>
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/// Whether the owner is being moved onto the climbed entity.
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/// </summary>
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[AutoNetworkedField, DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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[AutoPausedField]
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public TimeSpan? NextTransition;
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/// <summary>
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/// Direction to move when transition.
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/// </summary>
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[AutoNetworkedField, DataField]
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public Vector2 Direction;
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/// <summary>
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/// How fast the entity is moved when climbing.
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/// </summary>
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[DataField]
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public float TransitionRate = 5f;
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[AutoNetworkedField, DataField]
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public Dictionary<string, int> DisabledFixtureMasks = new();
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}
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