59 lines
1.7 KiB
C#
59 lines
1.7 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Weapon;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Projectiles
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{
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/// <summary>
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/// Upon colliding with an object this will flash in an area around it
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/// </summary>
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[RegisterComponent]
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public class FlashProjectileComponent : Component, ICollideBehavior
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{
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public override string Name => "FlashProjectile";
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private float _range;
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private float _duration;
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private bool _flashed;
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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 _range, "range", 1.0f);
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serializer.DataField(ref _duration, "duration", 8.0f);
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}
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public override void Initialize()
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{
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base.Initialize();
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// Shouldn't be using this without a ProjectileComponent because it will just immediately collide with thrower
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if (!Owner.HasComponent<ProjectileComponent>())
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{
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throw new InvalidOperationException();
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}
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}
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void ICollideBehavior.CollideWith(IEntity entity)
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{
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if (_flashed)
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{
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return;
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}
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FlashableComponent.FlashAreaHelper(Owner, _range, _duration);
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_flashed = true;
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}
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// Projectile should handle the deleting
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void ICollideBehavior.PostCollide(int collisionCount)
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{
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return;
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}
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}
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}
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