42 lines
1.3 KiB
C#
42 lines
1.3 KiB
C#
using Content.Server.GameObjects.Components.Weapon;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Projectiles
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{
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/// <summary>
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/// Upon colliding with an object this will flash in an area around it
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/// </summary>
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[RegisterComponent]
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public class FlashProjectileComponent : Component, IStartCollide
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{
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public override string Name => "FlashProjectile";
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[DataField("range")]
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private float _range = 1.0f;
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[DataField("duration")]
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private float _duration = 8.0f;
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private bool _flashed;
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public override void Initialize()
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{
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base.Initialize();
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// Shouldn't be using this without a ProjectileComponent because it will just immediately collide with thrower
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Owner.EnsureComponent<ProjectileComponent>();
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}
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void IStartCollide.CollideWith(Fixture ourFixture, Fixture otherFixture, in Manifold manifold)
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{
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if (_flashed) return;
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FlashableComponent.FlashAreaHelper(Owner, _range, _duration);
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_flashed = true;
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}
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}
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}
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