* 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
66 lines
2.3 KiB
C#
66 lines
2.3 KiB
C#
using System;
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using Content.Shared.GameObjects.Components.Mobs;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Client.GameObjects.Components.Animations;
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using Robust.Client.Interfaces.GameObjects.Components;
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using Robust.Shared.Animations;
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using Robust.Shared.Maths;
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namespace Content.Client.GameObjects.Components.Mobs
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{
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public class SpeciesVisualizer2D : AppearanceVisualizer
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{
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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if (component.TryGetData<SharedSpeciesComponent.MobState>(SharedSpeciesComponent.MobVisuals.RotationState, out var state))
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{
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switch (state)
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{
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case SharedSpeciesComponent.MobState.Standing:
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SetRotation(component, 0);
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break;
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case SharedSpeciesComponent.MobState.Down:
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SetRotation(component, Angle.FromDegrees(90));
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break;
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}
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}
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}
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protected void SetRotation(AppearanceComponent component, Angle rotation)
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{
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var sprite = component.Owner.GetComponent<ISpriteComponent>();
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if (!sprite.Owner.TryGetComponent(out AnimationPlayerComponent animation))
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{
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sprite.Rotation = rotation;
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return;
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}
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if (animation.HasRunningAnimation("rotate"))
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animation.Stop("rotate");
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animation.Play(new Animation
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{
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Length = TimeSpan.FromSeconds(0.125),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty
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{
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ComponentType = typeof(ISpriteComponent),
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Property = nameof(ISpriteComponent.Rotation),
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InterpolationMode = AnimationInterpolationMode.Linear,
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(sprite.Rotation, 0),
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new AnimationTrackProperty.KeyFrame(rotation, 0.125f)
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}
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}
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}
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}, "rotate");
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}
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}
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}
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