* Add shuttle interior drawing back Just do it per-tile she'll be right, at least it's done with 1 draw call. * Revamp shuttle console * Bunch of cleanup work * Lables sortito * dok * Pixel alignment and colours * Fix a bunch of drawing bugs * Shuttle map drawing * Drawing fixes * Map parallax working finally * weh * Commit all my stuff * mic * deez * Update everything * Xamlify everything * uh * Rudimentary blocker range * My enemies have succeeded * Bunch of changes to FTL * Heaps of cleanup * Fix FTL bugs * FTL * weewoo * FTL fallback * wew * weh * Basic FTL working * FTL working * FTL destination fixes * a * Exclusion zones * Fix drawing / FTL * Beacons working * Coordinates drawing * Fix unknown map names * Dorks beginning * State + docking cleanup start * Basic dock drawing * Bunch of drawing fixes * Batching / color fixes * Cleanup and beacons support * weh * weh * Begin pings * First draft at map objects * Map fixup * Faster drawing * Fix perf + FTL * Cached drawing * Fix drawing * Best I got * strips * Back to lists but with caching * Final optimisation * Fix dock bounds * Docking work * stinker * kobolds * Btns * Docking vis working * Fix docking pre-vis * canasses * Helldivers 2 * a * Array life * Fix * Fix TODOs * liltenhead feature club * dorking * Merge artifacts * Last-minute touchup
53 lines
1.7 KiB
C#
53 lines
1.7 KiB
C#
using Content.Shared.ActionBlocker;
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using Content.Shared.Movement.Events;
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using Content.Shared.Shuttles.BUIStates;
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using Content.Shared.Shuttles.Components;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Shuttles.Systems
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{
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public abstract class SharedShuttleConsoleSystem : EntitySystem
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{
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[Dependency] protected readonly ActionBlockerSystem ActionBlockerSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PilotComponent, UpdateCanMoveEvent>(HandleMovementBlock);
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SubscribeLocalEvent<PilotComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<PilotComponent, ComponentShutdown>(HandlePilotShutdown);
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}
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[Serializable, NetSerializable]
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protected sealed class PilotComponentState : ComponentState
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{
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public NetEntity? Console { get; }
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public PilotComponentState(NetEntity? uid)
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{
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Console = uid;
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}
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}
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protected virtual void HandlePilotShutdown(EntityUid uid, PilotComponent component, ComponentShutdown args)
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{
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ActionBlockerSystem.UpdateCanMove(uid);
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}
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private void OnStartup(EntityUid uid, PilotComponent component, ComponentStartup args)
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{
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ActionBlockerSystem.UpdateCanMove(uid);
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}
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private void HandleMovementBlock(EntityUid uid, PilotComponent component, UpdateCanMoveEvent args)
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{
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if (component.LifeStage > ComponentLifeStage.Running)
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return;
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if (component.Console == null)
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return;
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args.Cancel();
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}
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}
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}
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