75 lines
2.5 KiB
C#
75 lines
2.5 KiB
C#
using System.Numerics;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Movement.Components;
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/// <summary>
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/// Declares that an entity has started to waddle like a duck/clown.
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/// </summary>
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/// <param name="entity">The newly be-waddled.</param>
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[Serializable, NetSerializable]
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public sealed class StartedWaddlingEvent(NetEntity entity) : EntityEventArgs
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{
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public NetEntity Entity = entity;
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}
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/// <summary>
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/// Declares that an entity has stopped waddling like a duck/clown.
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/// </summary>
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/// <param name="entity">The former waddle-er.</param>
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[Serializable, NetSerializable]
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public sealed class StoppedWaddlingEvent(NetEntity entity) : EntityEventArgs
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{
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public NetEntity Entity = entity;
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}
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/// <summary>
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/// Defines something as having a waddle animation when it moves.
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/// </summary>
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[RegisterComponent, AutoGenerateComponentState]
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public sealed partial class WaddleAnimationComponent : Component
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{
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/// <summary>
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/// What's the name of this animation? Make sure it's unique so it can play along side other animations.
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/// This prevents someone accidentally causing two identical waddling effects to play on someone at the same time.
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/// </summary>
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[DataField]
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public string KeyName = "Waddle";
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///<summary>
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/// How high should they hop during the waddle? Higher hop = more energy.
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/// </summary>
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[DataField, AutoNetworkedField]
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public Vector2 HopIntensity = new(0, 0.25f);
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/// <summary>
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/// How far should they rock backward and forward during the waddle?
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/// Each step will alternate between this being a positive and negative rotation. More rock = more scary.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float TumbleIntensity = 20.0f;
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/// <summary>
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/// How long should a complete step take? Less time = more chaos.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float AnimationLength = 0.66f;
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/// <summary>
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/// How much shorter should the animation be when running?
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/// </summary>
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[DataField, AutoNetworkedField]
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public float RunAnimationLengthMultiplier = 0.568f;
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/// <summary>
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/// Stores which step we made last, so if someone cancels out of the animation mid-step then restarts it looks more natural.
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/// </summary>
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public bool LastStep;
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/// <summary>
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/// Stores if we're currently waddling so we can start/stop as appropriate and can tell other systems our state.
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/// </summary>
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[AutoNetworkedField]
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public bool IsCurrentlyWaddling;
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}
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