* Fix this fug oksure Creates the initial species component, damage states, and threshold templates and hooks them into the damageable component * More rebase fixes * test * Pre future rebase * Please * Lol * Lol2 * SHADERS * Update Engine * yml file * Fix an initialization issue, injects dependencies * Fix error in loading shaders * Makes a master character ui controller component added upon client attachment to entity and remove upon client detachment from entity * Fixes just about everytrhing * Address PJB's comments * geeze * Make overlays work in worldspace instead of screen space and not cover user interfaces * update submodule
105 lines
2.4 KiB
C#
105 lines
2.4 KiB
C#
using Content.Server.GameObjects.EntitySystems;
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using SS14.Server.GameObjects;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Maths;
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namespace Content.Server.GameObjects
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{
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/// <summary>
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/// Defines the blocking effect of each damage state, and what effects to apply upon entering or exiting the state
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/// </summary>
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public interface DamageState : IActionBlocker
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{
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void EnterState(IEntity entity);
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void ExitState(IEntity entity);
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}
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/// <summary>
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/// Standard state that a species is at with no damage or negative effect
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/// </summary>
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public struct NormalState : DamageState
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{
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public void EnterState(IEntity entity){}
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public void ExitState(IEntity entity){}
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bool IActionBlocker.CanInteract()
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{
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return true;
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}
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bool IActionBlocker.CanMove()
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{
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return true;
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}
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bool IActionBlocker.CanUse()
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{
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return true;
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}
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}
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/// <summary>
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/// A state in which you are disabled from acting due to damage
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/// </summary>
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public struct CriticalState : DamageState
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{
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public void EnterState(IEntity entity) { }
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public void ExitState(IEntity entity) { }
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bool IActionBlocker.CanInteract()
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{
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return false;
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}
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bool IActionBlocker.CanMove()
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{
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return false;
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}
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bool IActionBlocker.CanUse()
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{
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return false;
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}
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}
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/// <summary>
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/// A damage state which will allow ghosting out of mobs
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/// </summary>
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public struct DeadState : DamageState
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{
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public void EnterState(IEntity entity)
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{
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if(entity.TryGetComponent(out SpriteComponent sprite))
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{
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sprite.Rotation = sprite.Rotation + Angle.FromDegrees(90);
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}
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}
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public void ExitState(IEntity entity)
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{
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if (entity.TryGetComponent(out SpriteComponent sprite))
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{
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sprite.Rotation = sprite.Rotation - Angle.FromDegrees(90);
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}
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}
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bool IActionBlocker.CanInteract()
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{
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return false;
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}
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bool IActionBlocker.CanMove()
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{
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return false;
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}
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bool IActionBlocker.CanUse()
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{
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return false;
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}
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}
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}
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