Files
tbd-station-14/Content.Shared/GameObjects/Components/Movement/IMoverComponent.cs
Visne 9b94d5c195 Added nullable to most Content.Shared files (#3238)
* Add nullable to some Content.Shared files.

* Use [NotNullWhen(true)]

* Undo adding now redundant !'s

* Forgot one

* Add a ton more nullable

* You can guess

* Fix some issues

* It actually compiles now

* Auto stash before merge of "null2" and "origin/master"

* I lied

* enable annotations -> enable

* Revert ActionBlockerSystem.cs to original

* Fix ActionBlockerSystem.cs

* More nullable

* Undo some added exclamation marks

* Fix issues

* Update Content.Shared/Maps/ContentTileDefinition.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Resolve some issues

* Remove unused method

* Fix more issues

* Fix more issues

* Fix more issues

* Fix more issues

* Fix issue, rollback SharedGhostComponent.cs

* Update submodule

* Fix issue, invert some if-statements to reduce nesting

* Revert RobustToolbox

* FIx things broken by merge

* Some fixes

- Replaced with string.Empty
- Remove some exclamation marks
- Revert file

* Some fixes

* Trivial #nullable enable

* Fix null ables

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-02-27 14:12:09 +11:00

61 lines
2.0 KiB
C#

#nullable enable
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
namespace Content.Shared.GameObjects.Components.Movement
{
// 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>
/// The movement speed (m/s) of the entity when it pushes off of a solid object in zero gravity.
/// </summary>
float CurrentPushSpeed { get; }
/// <summary>
/// How far an entity can reach (in meters) to grab hold of a solid object in zero gravity.
/// </summary>
float GrabRange { get; }
/// <summary>
/// Is the entity Sprinting (running)?
/// </summary>
bool Sprinting { get; }
/// <summary>
/// Calculated linear velocity direction of the entity.
/// </summary>
(Vector2 walking, Vector2 sprinting) VelocityDir { get; }
EntityCoordinates LastPosition { get; set; }
float StepSoundDistance { get; set; }
/// <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);
}
}