* Add sprites * Lock system now raises lock toggle events * Add prototype and barrier system * Toggle lock on click * Barrier blocks bullets (like a real wall) * Barrier now destroyable * Fancy visualzer and lighting. Also unlock by default * Deleted comma * Ignored components? * Update Resources/Prototypes/Entities/Objects/Specific/Security/barrier.yml Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Security/barrier.yml Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Toggle Lock no longer handled * Made it much easier to move through airlocks Co-authored-by: Swept <sweptwastaken@protonmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
44 lines
1.5 KiB
C#
44 lines
1.5 KiB
C#
using Content.Server.Lock;
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using Content.Server.Storage.Components;
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using Content.Shared.Security;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using System;
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namespace Content.Server.Security.Systems
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{
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public class DeployableBarrierSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DeployableBarrierComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<DeployableBarrierComponent, LockToggledEvent>(OnLockToggled);
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}
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private void OnStartup(EntityUid uid, DeployableBarrierComponent component, ComponentStartup args)
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{
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if (!component.Owner.TryGetComponent(out LockComponent? lockComponent))
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return;
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ToggleBarrierDeploy(component, lockComponent.Locked);
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}
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private void OnLockToggled(EntityUid uid, DeployableBarrierComponent component, LockToggledEvent args)
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{
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ToggleBarrierDeploy(component, args.Locked);
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}
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private void ToggleBarrierDeploy(DeployableBarrierComponent component, bool isDeployed)
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{
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component.Owner.Transform.Anchored = isDeployed;
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if (!component.Owner.TryGetComponent(out AppearanceComponent? appearanceComponent))
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return;
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var state = isDeployed ? DeployableBarrierState.Deployed : DeployableBarrierState.Idle;
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appearanceComponent.SetData(DeployableBarrierVisuals.State, state);
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}
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}
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}
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