50 lines
1.7 KiB
C#
50 lines
1.7 KiB
C#
#nullable enable
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Physics;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision;
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using Robust.Shared.Physics.Dynamics;
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namespace Content.Shared.GameObjects.Components.Items
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{
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[RegisterComponent]
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public class ThrownItemComponent : Component, IStartCollide, ICollideSpecial, IThrown, ILand
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{
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public override string Name => "ThrownItem";
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public IEntity? Thrower { get; set; }
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private Fixture? _fixture;
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void IStartCollide.CollideWith(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold)
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{
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if (otherBody.Entity == Thrower) return;
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EntitySystem.Get<ThrownItemSystem>().ThrowCollideInteraction(Thrower, ourBody, otherBody);
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}
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bool ICollideSpecial.PreventCollide(IPhysBody collidedwith)
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{
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return collidedwith.Entity == Thrower;
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}
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void IThrown.Thrown(ThrownEventArgs eventArgs)
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{
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if (!Owner.TryGetComponent(out PhysicsComponent? physicsComponent) ||
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physicsComponent.Fixtures.Count != 1) return;
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var shape = physicsComponent.Fixtures[0].Shape;
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_fixture = new Fixture(physicsComponent, shape) {CollisionLayer = (int) CollisionGroup.ThrownItem, Hard = false};
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physicsComponent.AddFixture(_fixture);
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}
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void ILand.Land(LandEventArgs eventArgs)
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{
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if (!Owner.TryGetComponent(out PhysicsComponent? physicsComponent) || _fixture == null) return;
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physicsComponent.RemoveFixture(_fixture);
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}
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}
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}
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