* Create BuckleableComponent.cs * Add strap component and keybind to buckle targeted entity * Remove buckle keybind, turn it into a verb * Add moving and attaching the buckled entity to the strap * Fix reality collapsing when clicking on a buckled entity * Add strap position to buckle a mob in the standing or down position * Add new default strap position that makes no change to the mob's standing state * Add Strap component to office chairs and stools * Add Strap component to the pilot chair * Add buckled status effect icon * Add status effect click behaviour * Add buckling and unbuckling sounds * Change Buckle verb to only appear when an entity can be currently buckled * Rotate buckled entity in the direction of the seat * Disable entity rotation when buckled * Fix buckle rotation on beds * Buckling now finds the closest strap to the buckleable entity * Fix rotation when unbuckling an entity * Move buckle verb to StrapComponent * Added buckled entity unbuckle verb, range and interaction checks * Add checks for currently occupied straps * Add unbuckling entity if its respective strap component is removed * Add Clickable, InteractionOutline and Collidable components to bed * Add rotation property to strap component * Rename Buckleable to Buckle * Add Buckle and Strap sizes to buckle multiple entities in the same strap * Remove out of range popup message from strap verb GetData * Move BuckledTo setter logic to its methods * Fix Strap BuckledEntities being public * Fix not updating status when Buckle component is removed * Change BuckleComponent.BuckledTo to be of type StrapComponent * Fix NRE when unbuckling * Add buckle perspective messages * Fix not equals comparison in strap verb * Add added check to Strap TryAdd * Change buckle.ogg and unbuckle.ogg from stereo to mono * Remove -2f volume on buckle and unbuckle sounds * Add summary to Strap TryAdd and Remove methods * Make buckled entities unable to fall * Fix default strap position not rotating the buckled entity * Add downing after unbuckling an entity if it is knocked down * Prevent an entity from buckling onto itself Fixes stack overflow error * Disable recursive buckling * Add buckling onto straps by clicking them with an empty hand * Add recursive buckle check to the trybuckle method as well * Fix being able to click on a different strap to unbuckle from the current one * Merge TryUnbuckle and ForceUnbuckle with a force argument * Remove explicit unimplemented status effect clicking cases * Add documentation to EffectBlockerSystem and ActionBlockerSystem
61 lines
1.6 KiB
C#
61 lines
1.6 KiB
C#
using System;
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using System.Collections.Generic;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Mobs
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{
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/// <summary>
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/// Handles the icons on the right side of the screen.
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/// Should only be used for player-controlled entities
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/// </summary>
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public abstract class SharedStatusEffectsComponent : Component
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{
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public override string Name => "StatusEffectsUI";
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public override uint? NetID => ContentNetIDs.STATUSEFFECTS;
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}
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[Serializable, NetSerializable]
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public class StatusEffectComponentState : ComponentState
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{
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public Dictionary<StatusEffect, StatusEffectStatus> StatusEffects;
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public StatusEffectComponentState(Dictionary<StatusEffect, StatusEffectStatus> statusEffects) : base(ContentNetIDs.STATUSEFFECTS)
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{
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StatusEffects = statusEffects;
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}
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}
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/// <summary>
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/// A message that calls the click interaction on a status effect
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/// </summary>
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[Serializable, NetSerializable]
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public class ClickStatusMessage : ComponentMessage
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{
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public readonly StatusEffect Effect;
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public ClickStatusMessage(StatusEffect effect)
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{
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Directed = true;
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Effect = effect;
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}
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}
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[Serializable, NetSerializable]
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public struct StatusEffectStatus
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{
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public string Icon;
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public ValueTuple<TimeSpan, TimeSpan>? Cooldown;
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}
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// Each status effect is assumed to be unique
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public enum StatusEffect
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{
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Health,
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Hunger,
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Thirst,
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Stun,
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Buckled,
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}
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}
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