* Adds seven new smites, moves the explosion smite to the verb category. * adds even more smites. * Even more smites, some messages for specific smites. * Adds even more smites. * Removes some junk, adds a smite that angers the pointing arrows. * get rid of dumb component. * Remove mistake from verb menu presentation. * How did that happen? * whoops * c * e * fuck * Loading... * removes the BoM go away * adds the funny kill sign. Fixes ghost smite. * Move systems around. * Adjust organ vomit. * Adds a smite that turns people into an instrument, and one that removes their gravity. * oops * typo Co-authored-by: Veritius <veritiusgaming@gmail.com>
95 lines
2.9 KiB
C#
95 lines
2.9 KiB
C#
using Content.Shared.Pointing.Components;
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using Robust.Server.GameObjects;
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using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
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namespace Content.Server.Pointing.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedPointingArrowComponent))]
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public sealed class PointingArrowComponent : SharedPointingArrowComponent
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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/// <summary>
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/// The current amount of seconds left on this arrow.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("duration")]
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private float _duration = 4;
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/// <summary>
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/// The amount of seconds before the arrow changes movement direction.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("step")]
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private float _step = 0.5f;
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/// <summary>
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/// The amount of units that this arrow will move by when multiplied
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/// by the frame time.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("speed")]
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private float _speed = 1;
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/// <summary>
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/// The current amount of seconds left before the arrow changes
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/// movement direction.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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private float _currentStep;
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/// <summary>
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/// Whether or not this arrow is currently going up.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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private bool _up;
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/// <summary>
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/// Whether or not this arrow will convert into a
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/// <see cref="RoguePointingArrowComponent"/> when its duration runs out.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("rogue")]
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public bool Rogue = false;
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protected override void Startup()
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{
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base.Startup();
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if (_entMan.TryGetComponent(Owner, out SpriteComponent? sprite))
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{
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sprite.DrawDepth = (int) DrawDepth.Overlays;
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}
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}
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public void Update(float frameTime)
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{
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var movement = _speed * frameTime * (_up ? 1 : -1);
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_entMan.GetComponent<TransformComponent>(Owner).LocalPosition += (0, movement);
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_duration -= frameTime;
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_currentStep -= frameTime;
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if (_duration <= 0)
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{
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if (Rogue)
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{
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_entMan.RemoveComponent<PointingArrowComponent>(Owner);
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_entMan.AddComponent<RoguePointingArrowComponent>(Owner);
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return;
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}
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_entMan.DeleteEntity(Owner);
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return;
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}
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if (_currentStep <= 0)
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{
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_currentStep = _step;
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_up ^= true;
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}
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}
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}
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}
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