* Moves FlashComponent.cs, FlashOnTriggerComponent.cs, and SmokeOnTriggerComponent.cs to Shared * Moves ExplodeOnTriggerComponent.cs, OnUseTimerTriggerComponent.cs, ActiveTimerTriggerComponent.cs, and SmokeOnTriggerComponent.cs to Shared * Delete .run/Content Server+Client.run.xml HOW DID THIS GET IN HERE ITS NOT AHHHH * Update Content.Client/Explosion/SmokeOnTriggerSystem.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Shared/Explosion/Components/ActiveTimerTriggerComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Shared/Explosion/Components/OnUseTimerTriggerComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Shared/Explosion/Components/OnUseTimerTriggerComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Shared/Explosion/EntitySystems/SharedTriggerSystem.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Shared/Explosion/EntitySystems/SharedSmokeOnTriggerSystem.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update ExplodeOnTriggerComponent.cs * Revert "Delete .run/Content Server+Client.run.xml" This reverts commit 29ee05f57de60eab5c92158d8eba5e3acba483c2. * Fix? * cannot figure out how to get this to go back please forgive * Fixes a network issue * leftovers * Fixes --------- Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
92 lines
3.3 KiB
C#
92 lines
3.3 KiB
C#
using Content.Server.Explosion.EntitySystems;
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using Content.Shared.Explosion;
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using Content.Shared.Explosion.Components;
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using Content.Shared.Physics;
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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Server.Explosion.Components
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{
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/// <summary>
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/// Raises a <see cref="TriggerEvent"/> whenever an entity collides with a fixture attached to the owner of this component.
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/// </summary>
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[RegisterComponent]
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public sealed partial class TriggerOnProximityComponent : SharedTriggerOnProximityComponent
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{
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public const string FixtureID = "trigger-on-proximity-fixture";
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[ViewVariables]
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public readonly Dictionary<EntityUid, PhysicsComponent> Colliding = new();
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/// <summary>
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/// What is the shape of the proximity fixture?
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/// </summary>
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[ViewVariables]
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[DataField("shape")]
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public IPhysShape Shape = new PhysShapeCircle(2f);
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/// <summary>
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/// How long the the proximity trigger animation plays for.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("animationDuration")]
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public TimeSpan AnimationDuration = TimeSpan.FromSeconds(0.6f);
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/// <summary>
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/// Whether the entity needs to be anchored for the proximity to work.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("requiresAnchored")]
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public bool RequiresAnchored = true;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("enabled")]
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public bool Enabled = true;
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/// <summary>
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/// The minimum delay between repeating triggers.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("cooldown")]
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public TimeSpan Cooldown = TimeSpan.FromSeconds(5);
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/// <summary>
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/// When can the trigger run again?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("nextTrigger", customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan NextTrigger = TimeSpan.Zero;
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/// <summary>
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/// When will the visual state be updated again after activation?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("nextVisualUpdate", customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan NextVisualUpdate = TimeSpan.Zero;
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/// <summary>
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/// What speed should the other object be moving at to trigger the proximity fixture?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("triggerSpeed")]
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public float TriggerSpeed = 3.5f;
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/// <summary>
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/// If this proximity is triggered should we continually repeat it?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("repeating")]
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public bool Repeating = true;
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/// <summary>
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/// What layer is the trigger fixture on?
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/// </summary>
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[ViewVariables]
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[DataField("layer", customTypeSerializer: typeof(FlagSerializer<CollisionLayer>))]
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public int Layer = (int) (CollisionGroup.MidImpassable | CollisionGroup.LowImpassable | CollisionGroup.HighImpassable);
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}
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}
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