Files
tbd-station-14/Content.Server/GameObjects/EntitySystems/ActionBlockerSystem.cs
clusterfack 37df61113e Species Component (#130)
* Fix this
fug
oksure
Creates the initial species component, damage states, and threshold templates and hooks them into the damageable component

* More rebase fixes

* test

* Pre future rebase

* Please

* Lol

* Lol2

* SHADERS

* Update Engine

* yml file

* Fix an initialization issue, injects dependencies

* Fix error in loading shaders

* Makes a master character ui controller component added upon client attachment to entity and remove upon client detachment from entity

* Fixes just about everytrhing

* Address PJB's comments

* geeze

* Make overlays work in worldspace instead of screen space and not cover user interfaces

* update submodule
2018-12-13 14:47:18 +01:00

48 lines
1.3 KiB
C#

using SS14.Shared.GameObjects.Systems;
using SS14.Shared.Interfaces.GameObjects;
namespace Content.Server.GameObjects.EntitySystems
{
public interface IActionBlocker
{
bool CanMove();
bool CanInteract();
bool CanUse();
}
public class ActionBlockerSystem : EntitySystem
{
public static bool CanMove(IEntity entity)
{
bool canmove = true;
foreach(var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
{
canmove &= actionblockercomponents.CanMove(); //sets var to false if false
}
return canmove;
}
public static bool CanInteract(IEntity entity)
{
bool caninteract = true;
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
{
caninteract &= actionblockercomponents.CanInteract();
}
return caninteract;
}
public static bool CanUse(IEntity entity)
{
bool canuse = true;
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
{
canuse &= actionblockercomponents.CanUse();
}
return canuse;
}
}
}