* Added bool _placeCentered to check if an entity must be placed at mouse position or center of the PlaceableSurface (+ offset) when dropped. * private variables formatted to camel case * Use EqualsApprox in the setter for PositionOffset * -Changed client-side SurfaceComponent to camelCase -Added placeCentered and positionOffset to PlaceableSurfaceComponentState -Getter and setters for placeCentered and positionOffset client-side * Update Content.Client/GameObjects/Components/PlaceableSurfaceComponent.cs Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> * Add "_" to private vars name * Made YAML properties camelCase * Add "_" to private vars name * Call Dirty() when IsPlaceable,PlaceCentered and PositionOffset are changed. * Removed Dirty() from client. Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
76 lines
1.8 KiB
C#
76 lines
1.8 KiB
C#
#nullable enable
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using Content.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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namespace Content.Client.GameObjects.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedPlaceableSurfaceComponent))]
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public class PlaceableSurfaceComponent : SharedPlaceableSurfaceComponent
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{
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private bool _isPlaceable;
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private bool _placeCentered;
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private Vector2 _positionOffset;
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public override bool IsPlaceable
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{
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get => _isPlaceable;
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set
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{
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if (_isPlaceable == value)
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{
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return;
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}
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_isPlaceable = value;
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}
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}
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public override bool PlaceCentered
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{
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get => _placeCentered;
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set
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{
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if (_placeCentered == value)
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{
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return;
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}
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_placeCentered = value;
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}
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}
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public override Vector2 PositionOffset
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{
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get => _positionOffset;
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set
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{
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if (_positionOffset.EqualsApprox(value))
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{
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return;
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}
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_positionOffset = value;
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}
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (curState is not PlaceableSurfaceComponentState state)
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{
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return;
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}
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_isPlaceable = state.IsPlaceable;
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_placeCentered = state.PlaceCentered;
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_positionOffset = state.PositionOffset;
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}
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}
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}
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