102 lines
3.0 KiB
C#
102 lines
3.0 KiB
C#
#nullable enable
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using Content.Shared.GameObjects.Components.Pointing;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using DrawDepth = Content.Shared.GameObjects.DrawDepth;
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namespace Content.Server.GameObjects.Components.Pointing
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{
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[RegisterComponent]
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public class PointingArrowComponent : SharedPointingArrowComponent
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{
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/// <summary>
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/// The current amount of seconds left on this arrow.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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private float _duration;
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/// <summary>
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/// The amount of seconds before the arrow changes movement direction.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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private float _step;
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/// <summary>
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/// The amount of units that this arrow will move by when multiplied
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/// by the frame time.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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private float _speed;
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/// <summary>
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/// The current amount of seconds left before the arrow changes
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/// movement direction.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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private float _currentStep;
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/// <summary>
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/// Whether or not this arrow is currently going up.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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private bool _up;
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/// <summary>
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/// Whether or not this arrow will convert into a
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/// <see cref="RoguePointingArrowComponent"/> when its duration runs out.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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private bool _rogue;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _duration, "duration", 4);
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serializer.DataField(ref _step, "step", 0.5f);
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serializer.DataField(ref _speed, "speed", 1);
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serializer.DataField(ref _rogue, "rogue", false);
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}
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protected override void Startup()
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{
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base.Startup();
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if (Owner.TryGetComponent(out SpriteComponent? sprite))
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{
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sprite.DrawDepth = (int) DrawDepth.Overlays;
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}
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}
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public void Update(float frameTime)
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{
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var movement = _speed * frameTime * (_up ? 1 : -1);
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Owner.Transform.LocalPosition += (0, movement);
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_duration -= frameTime;
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_currentStep -= frameTime;
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if (_duration <= 0)
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{
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if (_rogue)
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{
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Owner.RemoveComponent<PointingArrowComponent>();
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Owner.AddComponent<RoguePointingArrowComponent>();
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return;
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}
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Owner.Delete();
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return;
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}
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if (_currentStep <= 0)
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{
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_currentStep = _step;
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_up ^= true;
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}
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}
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}
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}
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