Files
tbd-station-14/Content.Shared/Slippery/SlipperyComponent.cs

104 lines
3.2 KiB
C#

using Content.Shared.Sound;
using Content.Shared.StepTrigger;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Slippery
{
/// <summary>
/// Causes somebody to slip when they walk over this entity.
/// </summary>
/// <remarks>
/// Requires <see cref="StepTriggerComponent"/>, see that component for some additional properties.
/// </remarks>
[RegisterComponent]
[NetworkedComponent]
public sealed class SlipperyComponent : Component
{
private float _paralyzeTime = 3f;
private float _launchForwardsMultiplier = 1f;
private SoundSpecifier _slipSound = new SoundPathSpecifier("/Audio/Effects/slip.ogg");
/// <summary>
/// Path to the sound to be played when a mob slips.
/// </summary>
[ViewVariables]
[DataField("slipSound")]
public SoundSpecifier SlipSound
{
get => _slipSound;
set
{
if (value == _slipSound)
return;
_slipSound = value;
Dirty();
}
}
/// <summary>
/// How many seconds the mob will be paralyzed for.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("paralyzeTime")]
public float ParalyzeTime
{
get => _paralyzeTime;
set
{
if (MathHelper.CloseToPercent(_paralyzeTime, value)) return;
_paralyzeTime = value;
Dirty();
}
}
/// <summary>
/// The entity's speed will be multiplied by this to slip it forwards.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("launchForwardsMultiplier")]
public float LaunchForwardsMultiplier
{
get => _launchForwardsMultiplier;
set
{
if (MathHelper.CloseToPercent(_launchForwardsMultiplier, value)) return;
_launchForwardsMultiplier = value;
Dirty();
}
}
public override ComponentState GetComponentState()
{
return new SlipperyComponentState(ParalyzeTime, LaunchForwardsMultiplier, SlipSound.GetSound());
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
if (curState is not SlipperyComponentState state) return;
_paralyzeTime = state.ParalyzeTime;
_launchForwardsMultiplier = state.LaunchForwardsMultiplier;
_slipSound = new SoundPathSpecifier(state.SlipSound);
}
}
[Serializable, NetSerializable]
public sealed class SlipperyComponentState : ComponentState
{
public float ParalyzeTime { get; }
public float LaunchForwardsMultiplier { get; }
public string SlipSound { get; }
public SlipperyComponentState(float paralyzeTime, float launchForwardsMultiplier, string slipSound)
{
ParalyzeTime = paralyzeTime;
LaunchForwardsMultiplier = launchForwardsMultiplier;
SlipSound = slipSound;
}
}
}