91 lines
3.3 KiB
C#
91 lines
3.3 KiB
C#
using Content.Server.Explosion.EntitySystems;
|
|
using Content.Shared.Explosion;
|
|
using Content.Shared.Physics;
|
|
using Robust.Shared.Physics.Collision.Shapes;
|
|
using Robust.Shared.Physics.Components;
|
|
using Robust.Shared.Physics.Dynamics;
|
|
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
|
|
|
|
namespace Content.Server.Explosion.Components
|
|
{
|
|
|
|
/// <summary>
|
|
/// Raises a <see cref="TriggerEvent"/> whenever an entity collides with a fixture attached to the owner of this component.
|
|
/// </summary>
|
|
[RegisterComponent]
|
|
public sealed partial class TriggerOnProximityComponent : SharedTriggerOnProximityComponent
|
|
{
|
|
public const string FixtureID = "trigger-on-proximity-fixture";
|
|
|
|
[ViewVariables]
|
|
public readonly Dictionary<EntityUid, PhysicsComponent> Colliding = new();
|
|
|
|
/// <summary>
|
|
/// What is the shape of the proximity fixture?
|
|
/// </summary>
|
|
[ViewVariables]
|
|
[DataField("shape")]
|
|
public IPhysShape Shape = new PhysShapeCircle(2f);
|
|
|
|
/// <summary>
|
|
/// How long the the proximity trigger animation plays for.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField("animationDuration")]
|
|
public TimeSpan AnimationDuration = TimeSpan.FromSeconds(0.6f);
|
|
|
|
/// <summary>
|
|
/// Whether the entity needs to be anchored for the proximity to work.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField("requiresAnchored")]
|
|
public bool RequiresAnchored = true;
|
|
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField("enabled")]
|
|
public bool Enabled = true;
|
|
|
|
/// <summary>
|
|
/// The minimum delay between repeating triggers.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField("cooldown")]
|
|
public TimeSpan Cooldown = TimeSpan.FromSeconds(5);
|
|
|
|
/// <summary>
|
|
/// When can the trigger run again?
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField("nextTrigger", customTypeSerializer: typeof(TimeOffsetSerializer))]
|
|
public TimeSpan NextTrigger = TimeSpan.Zero;
|
|
|
|
/// <summary>
|
|
/// When will the visual state be updated again after activation?
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField("nextVisualUpdate", customTypeSerializer: typeof(TimeOffsetSerializer))]
|
|
public TimeSpan NextVisualUpdate = TimeSpan.Zero;
|
|
|
|
/// <summary>
|
|
/// What speed should the other object be moving at to trigger the proximity fixture?
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField("triggerSpeed")]
|
|
public float TriggerSpeed = 3.5f;
|
|
|
|
/// <summary>
|
|
/// If this proximity is triggered should we continually repeat it?
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField("repeating")]
|
|
public bool Repeating = true;
|
|
|
|
/// <summary>
|
|
/// What layer is the trigger fixture on?
|
|
/// </summary>
|
|
[ViewVariables]
|
|
[DataField("layer", customTypeSerializer: typeof(FlagSerializer<CollisionLayer>))]
|
|
public int Layer = (int) (CollisionGroup.MidImpassable | CollisionGroup.LowImpassable | CollisionGroup.HighImpassable);
|
|
}
|
|
}
|