Files
tbd-station-14/Content.Shared/Movement/Components/IMoverComponent.cs
2022-04-10 14:48:11 +10:00

51 lines
1.9 KiB
C#

using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
namespace Content.Shared.Movement.Components
{
// Does nothing except ensure uniqueness between mover components.
// There can only be one.
public interface IMoverComponent : IComponent
{
/// <summary>
/// Movement speed (m/s) that the entity walks.
/// </summary>
float CurrentWalkSpeed { get; }
/// <summary>
/// Movement speed (m/s) that the entity sprints.
/// </summary>
float CurrentSprintSpeed { get; }
/// <summary>
/// Is the entity Sprinting (running)?
/// </summary>
bool Sprinting { get; }
/// <summary>
/// Can the entity currently move. Avoids having to raise move-attempt events every time a player moves.
/// Note that this value will be overridden by the action blocker system, and shouldn't just be set directly.
/// </summary>
bool CanMove { get; set; }
Angle LastGridAngle { get; set; }
/// <summary>
/// Calculated linear velocity direction of the entity.
/// </summary>
(Vector2 walking, Vector2 sprinting) VelocityDir { get; }
/// <summary>
/// Toggles one of the four cardinal directions. Each of the four directions are
/// composed into a single direction vector, <see cref="SharedPlayerInputMoverComponent.VelocityDir"/>. Enabling
/// opposite directions will cancel each other out, resulting in no direction.
/// </summary>
/// <param name="direction">Direction to toggle.</param>
/// <param name="subTick"></param>
/// <param name="enabled">If the direction is active.</param>
void SetVelocityDirection(Direction direction, ushort subTick, bool enabled);
void SetSprinting(ushort subTick, bool walking);
}
}