* Rename usages of collidable to physics * high tier PANIQUE * aaaaaaaaAAAAAa * cursed commit dont research * Fix urist and items being anchored * Fix the rest
39 lines
1.1 KiB
C#
39 lines
1.1 KiB
C#
#nullable enable
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Interfaces.Physics;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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namespace Content.Shared.Physics
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{
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public class ConveyedController : VirtualController
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{
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public override IPhysicsComponent? ControlledComponent { protected get; set; }
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public void Move(Vector2 velocityDirection, float speed)
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{
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if (ControlledComponent?.Owner.HasComponent<MovementIgnoreGravityComponent>() == false &&
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IoCManager.Resolve<IPhysicsManager>().IsWeightless(ControlledComponent.Owner.Transform.Coordinates))
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{
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return;
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}
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if (ControlledComponent?.Status == BodyStatus.InAir)
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{
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return;
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}
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LinearVelocity = velocityDirection * speed * 100;
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}
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public override void UpdateAfterProcessing()
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{
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base.UpdateAfterProcessing();
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LinearVelocity = Vector2.Zero;
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}
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}
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}
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