* splits off airlocks, firelocks * adds airlock prediction. anims broken though * fixes animation weirdness * removes opacity prediction because it looked odd * Now firelocks don't visually start open. Argh. * Fixes firelock weirdness, saneifies _state var. * Documentation changes, code shuffle. * Lets firelocks crush people. * Stops open-hand opening/closing firelocks. * updates serializable, netserializable attributes * Addresses reviews... hopefully. * updates submodule? * nullability * fuck fuck fuck fuck * fucking finally
63 lines
2.0 KiB
C#
63 lines
2.0 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using Content.Client.GameObjects.Components.Doors;
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using Content.Shared.GameObjects.Components.Doors;
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using Robust.Shared.GameObjects;
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namespace Content.Client.GameObjects.EntitySystems
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{
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/// <summary>
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/// Used by the client to "predict" when doors will change how collideable they are as part of their opening / closing.
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/// </summary>
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public class ClientDoorSystem : EntitySystem
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{
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/// <summary>
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/// List of doors that need to be periodically checked.
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/// </summary>
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private readonly List<ClientDoorComponent> _activeDoors = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DoorStateMessage>(HandleDoorState);
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}
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/// <summary>
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/// Registers doors to be periodically checked.
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/// </summary>
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/// <param name="message">A message corresponding to the component under consideration, raised when its state changes.</param>
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private void HandleDoorState(DoorStateMessage message)
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{
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switch (message.State)
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{
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case SharedDoorComponent.DoorState.Closed:
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case SharedDoorComponent.DoorState.Open:
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_activeDoors.Remove(message.Component);
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break;
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case SharedDoorComponent.DoorState.Closing:
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case SharedDoorComponent.DoorState.Opening:
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_activeDoors.Add(message.Component);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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/// <inheritdoc />
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public override void Update(float frameTime)
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{
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for (var i = _activeDoors.Count - 1; i >= 0; i--)
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{
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var comp = _activeDoors[i];
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if (comp.Deleted)
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{
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_activeDoors.RemoveAt(i);
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}
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comp.OnUpdate();
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}
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}
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}
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}
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