* Refactor standing to be ECS E C S B A B Y * DONE * FIX IT FIX IT FIX IT * IsDown event * Change to methods * Fixes * Address some reviews * Last of the Mohicans * Final fixes * Fix tests
55 lines
1.6 KiB
C#
55 lines
1.6 KiB
C#
using System;
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using Content.Shared.EffectBlocker;
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using Content.Shared.NetIDs;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.Standing
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{
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[RegisterComponent]
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public sealed class StandingStateComponent : Component, IEffectBlocker
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{
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public override string Name => "StandingState";
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public override uint? NetID => ContentNetIDs.STANDING_STATE;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("downSoundCollection")]
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public string? DownSoundCollection { get; } = "BodyFall";
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[ViewVariables]
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[DataField("standing")]
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public bool Standing { get; set; } = true;
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public bool CanFall() => Standing;
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new StandingComponentState(Standing);
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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 StandingComponentState state) return;
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Standing = state.Standing;
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}
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// I'm not calling it StandingStateComponentState
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[Serializable, NetSerializable]
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private sealed class StandingComponentState : ComponentState
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{
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public bool Standing { get; }
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public StandingComponentState(bool standing) : base(ContentNetIDs.STANDING_STATE)
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{
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Standing = standing;
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}
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}
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}
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}
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