99 lines
3.1 KiB
C#
99 lines
3.1 KiB
C#
using Content.Shared.DragDrop;
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using Content.Shared.Interaction;
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using Content.Shared.Standing;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Buckle.Components
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{
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[NetworkedComponent()]
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public abstract class SharedBuckleComponent : Component, IDraggable
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{
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[Dependency] protected readonly IEntityManager EntMan = default!;
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/// <summary>
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/// The range from which this entity can buckle to a <see cref="SharedStrapComponent"/>.
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/// </summary>
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[ViewVariables]
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[DataField("range")]
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public float Range { get; protected set; } = SharedInteractionSystem.InteractionRange / 1.4f;
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/// <summary>
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/// True if the entity is buckled, false otherwise.
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/// </summary>
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public abstract bool Buckled { get; }
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public EntityUid? LastEntityBuckledTo { get; set; }
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public bool DontCollide { get; set; }
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public abstract bool TryBuckle(EntityUid user, EntityUid to);
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bool IDraggable.CanDrop(CanDropEvent args)
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{
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return IoCManager.Resolve<IEntityManager>().HasComponent<SharedStrapComponent>(args.Target);
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}
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bool IDraggable.Drop(DragDropEvent args)
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{
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return TryBuckle(args.User, args.Target);
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}
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/// <summary>
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/// Reattaches this entity to the strap, modifying its position and rotation.
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/// </summary>
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/// <param name="strap">The strap to reattach to.</param>
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public void ReAttach(SharedStrapComponent strap)
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{
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var ownTransform = EntMan.GetComponent<TransformComponent>(Owner);
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var strapTransform = EntMan.GetComponent<TransformComponent>(strap.Owner);
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ownTransform.AttachParent(strapTransform);
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ownTransform.LocalRotation = Angle.Zero;
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switch (strap.Position)
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{
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case StrapPosition.None:
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break;
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case StrapPosition.Stand:
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EntitySystem.Get<StandingStateSystem>().Stand(Owner);
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break;
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case StrapPosition.Down:
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EntitySystem.Get<StandingStateSystem>().Down(Owner, false, false);
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break;
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}
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ownTransform.LocalPosition = strap.BuckleOffset;
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}
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}
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[Serializable, NetSerializable]
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public sealed class BuckleComponentState : ComponentState
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{
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public BuckleComponentState(bool buckled, EntityUid? lastEntityBuckledTo, bool dontCollide)
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{
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Buckled = buckled;
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LastEntityBuckledTo = lastEntityBuckledTo;
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DontCollide = dontCollide;
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}
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public bool Buckled { get; }
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public EntityUid? LastEntityBuckledTo { get; }
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public bool DontCollide { get; }
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}
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public sealed class BuckleChangeEvent : EntityEventArgs
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{
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public EntityUid Strap;
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public EntityUid BuckledEntity;
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public bool Buckling;
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}
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[Serializable, NetSerializable]
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public enum BuckleVisuals
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{
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Buckled
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}
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}
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