Files
tbd-station-14/Content.Client/GameObjects/Components/Mobs/MeleeLungeComponent.cs
2020-11-03 13:30:36 -08:00

57 lines
1.6 KiB
C#

using Robust.Client.GameObjects;
using Robust.Client.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
namespace Content.Client.GameObjects.Components.Mobs
{
[RegisterComponent]
public sealed class MeleeLungeComponent : Component
{
public override string Name => "MeleeLunge";
private const float ResetTime = 0.3f;
private const float BaseOffset = 0.25f;
private Angle _angle;
private float _time;
public void SetData(Angle angle)
{
_angle = angle;
_time = 0;
}
public void Update(float frameTime)
{
_time += frameTime;
var offset = Vector2.Zero;
var deleteSelf = false;
if (_time > ResetTime)
{
deleteSelf = true;
}
else
{
offset = _angle.RotateVec((BaseOffset, 0));
offset *= (ResetTime - _time) / ResetTime;
}
if (Owner.TryGetComponent(out ISpriteComponent spriteComponent))
{
// We have to account for rotation so the offset still checks out.
// SpriteComponent.Offset is applied before transform rotation (as expected).
var worldRotation = Owner.Transform.WorldRotation;
spriteComponent.Offset = new Angle(-worldRotation).RotateVec(offset);
}
if (deleteSelf)
{
Owner.RemoveComponent<MeleeLungeComponent>();
}
}
}
}