* Fix monkey kitchen spike dragdrop I also aligned the behavior with tg (need combat mode on + mob alive). It still needs to do damage over time and buckle the target but baby steps. * Cleanup * Fix kitchenspike layers Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
40 lines
1.3 KiB
C#
40 lines
1.3 KiB
C#
#nullable enable
|
|
using Content.Shared.GameObjects.Components.Mobs;
|
|
using Content.Shared.GameObjects.Components.Mobs.State;
|
|
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
|
|
using Content.Shared.Interfaces.GameObjects.Components;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.Serialization.Manager.Attributes;
|
|
using Robust.Shared.ViewVariables;
|
|
|
|
namespace Content.Shared.Kitchen
|
|
{
|
|
public abstract class SharedKitchenSpikeComponent : Component, IDragDropOn
|
|
{
|
|
public override string Name => "KitchenSpike";
|
|
|
|
[ViewVariables]
|
|
[DataField("delay")]
|
|
protected float SpikeDelay = 12.0f;
|
|
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField("sound")]
|
|
protected string? SpikeSound = "/Audio/Effects/Fluids/splat.ogg";
|
|
|
|
bool IDragDropOn.CanDragDropOn(DragDropEventArgs eventArgs)
|
|
{
|
|
if (eventArgs.User == eventArgs.Dragged ||
|
|
!eventArgs.Dragged.TryGetComponent<IMobStateComponent>(out var state) ||
|
|
(eventArgs.User.TryGetComponent(out SharedCombatModeComponent? combatMode) && !combatMode.IsInCombatMode))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// TODO: Once we get silicons need to check organic
|
|
return !state.IsDead();
|
|
}
|
|
|
|
public abstract bool DragDropOn(DragDropEventArgs eventArgs);
|
|
}
|
|
}
|