Files
tbd-station-14/Content.Server/Pointing/Components/PointingArrowComponent.cs
2022-07-27 02:22:49 +10:00

85 lines
2.6 KiB
C#

using Content.Shared.Pointing.Components;
using Robust.Server.GameObjects;
using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
namespace Content.Server.Pointing.Components
{
[RegisterComponent]
[ComponentReference(typeof(SharedPointingArrowComponent))]
public sealed class PointingArrowComponent : SharedPointingArrowComponent
{
[Dependency] private readonly IEntityManager _entMan = default!;
/// <summary>
/// The current amount of seconds left on this arrow.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("duration")]
private float _duration = 4;
/// <summary>
/// The amount of seconds before the arrow changes movement direction.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("step")]
private float _step = 0.5f;
/// <summary>
/// The amount of units that this arrow will move by when multiplied
/// by the frame time.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("speed")]
private float _speed = 1;
/// <summary>
/// The current amount of seconds left before the arrow changes
/// movement direction.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
private float _currentStep;
/// <summary>
/// Whether or not this arrow is currently going up.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
private bool _up;
/// <summary>
/// Whether or not this arrow will convert into a
/// <see cref="RoguePointingArrowComponent"/> when its duration runs out.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("rogue")]
public bool Rogue = false;
public void Update(float frameTime)
{
var movement = _speed * frameTime * (_up ? 1 : -1);
_entMan.GetComponent<TransformComponent>(Owner).LocalPosition += (0, movement);
_duration -= frameTime;
_currentStep -= frameTime;
if (_duration <= 0)
{
if (Rogue)
{
_entMan.RemoveComponent<PointingArrowComponent>(Owner);
_entMan.AddComponent<RoguePointingArrowComponent>(Owner);
return;
}
_entMan.DeleteEntity(Owner);
return;
}
if (_currentStep <= 0)
{
_currentStep = _step;
_up ^= true;
}
}
}
}