* Add nullable to some Content.Shared files. * Use [NotNullWhen(true)] * Undo adding now redundant !'s * Forgot one * Add a ton more nullable * You can guess * Fix some issues * It actually compiles now * Auto stash before merge of "null2" and "origin/master" * I lied * enable annotations -> enable * Revert ActionBlockerSystem.cs to original * Fix ActionBlockerSystem.cs * More nullable * Undo some added exclamation marks * Fix issues * Update Content.Shared/Maps/ContentTileDefinition.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Resolve some issues * Remove unused method * Fix more issues * Fix more issues * Fix more issues * Fix more issues * Fix issue, rollback SharedGhostComponent.cs * Update submodule * Fix issue, invert some if-statements to reduce nesting * Revert RobustToolbox * FIx things broken by merge * Some fixes - Replaced with string.Empty - Remove some exclamation marks - Revert file * Some fixes * Trivial #nullable enable * Fix null ables Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
67 lines
1.9 KiB
C#
67 lines
1.9 KiB
C#
#nullable enable
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using System;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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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.Serialization;
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namespace Content.Shared.GameObjects.Components.Movement
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{
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public abstract class SharedClimbingComponent : Component, IActionBlocker, ICollideSpecial
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{
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public sealed override string Name => "Climbing";
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public sealed override uint? NetID => ContentNetIDs.CLIMBING;
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protected IPhysicsComponent? Body;
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protected bool IsOnClimbableThisFrame;
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protected bool OwnerIsTransitioning
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{
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get
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{
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if (Body != null && Body.TryGetController<ClimbController>(out var controller))
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{
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return controller.IsActive;
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}
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return false;
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}
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}
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public abstract bool IsClimbing { get; set; }
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bool IActionBlocker.CanMove() => !OwnerIsTransitioning;
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bool IActionBlocker.CanChangeDirection() => !OwnerIsTransitioning;
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bool ICollideSpecial.PreventCollide(IPhysBody collided)
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{
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if (((CollisionGroup)collided.CollisionLayer).HasFlag(CollisionGroup.VaultImpassable) && collided.Entity.HasComponent<IClimbable>())
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{
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IsOnClimbableThisFrame = true;
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return IsClimbing;
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}
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return false;
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}
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public override void Initialize()
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{
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base.Initialize();
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Owner.TryGetComponent(out Body);
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}
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[Serializable, NetSerializable]
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protected sealed class ClimbModeComponentState : ComponentState
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{
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public ClimbModeComponentState(bool climbing) : base(ContentNetIDs.CLIMBING)
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{
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Climbing = climbing;
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}
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public bool Climbing { get; }
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}
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}
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}
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