* DoAfters * Compact Clone() * Fix mice and cuffables * Try generalize attempt events * moves climbabledoafter event to shared, fixes issue with climbable target * Fix merge (cuffing) * Make all events netserializable * handful of doafter events moved * moves the rest of the events to their respective shared folders * Changes all mentions of server doafter to shared * stop stripping cancellation * fix merge errors * draw paused doafters * handle unpausing * missing netserializable ref * removes break on stun reference * removes cuffing state reference * Fix tools * Fix door prying. * Fix construction * Fix dumping * Fix wielding assert * fix rev * Fix test * more test fixes --------- Co-authored-by: keronshb <keronshb@live.com>
55 lines
1.9 KiB
C#
55 lines
1.9 KiB
C#
using Content.Shared.DoAfter;
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using Content.Shared.Hands.Components;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Prototypes;
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namespace Content.Client.DoAfter;
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/// <summary>
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/// Handles events that need to happen after a certain amount of time where the event could be cancelled by factors
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/// such as moving.
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/// </summary>
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public sealed class DoAfterSystem : SharedDoAfterSystem
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{
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[Dependency] private readonly IOverlayManager _overlay = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly MetaDataSystem _metadata = default!;
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public override void Initialize()
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{
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base.Initialize();
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_overlay.AddOverlay(new DoAfterOverlay(EntityManager, _prototype, GameTiming));
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_overlay.RemoveOverlay<DoAfterOverlay>();
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}
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public override void Update(float frameTime)
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{
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// Currently this only predicts do afters initiated by the player.
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// TODO maybe predict do-afters if the local player is the target of some other players do-after? Specifically
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// ones that depend on the target not moving, because the cancellation of those do afters should be readily
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// predictable by clients.
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var playerEntity = _player.LocalPlayer?.ControlledEntity;
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if (!TryComp(playerEntity, out ActiveDoAfterComponent? active))
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return;
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if (_metadata.EntityPaused(playerEntity.Value))
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return;
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var time = GameTiming.CurTime;
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var comp = Comp<DoAfterComponent>(playerEntity.Value);
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var xformQuery = GetEntityQuery<TransformComponent>();
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var handsQuery = GetEntityQuery<SharedHandsComponent>();
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Update(playerEntity.Value, active, comp, time, xformQuery, handsQuery);
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}
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}
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