Files
tbd-station-14/Content.Server/GameObjects/Components/Movement/ClimbingComponent.cs
metalgearsloth ecfe470298 Climbing changes (#2236)
Climbing now can't be done if you're already climbing. Rest of the changes are just formatting.

I also removed the buckle messages as they were being duplicated for click-drag.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-10-11 17:12:46 +02:00

73 lines
2.0 KiB
C#

using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Physics;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
namespace Content.Server.GameObjects.Components.Movement
{
[RegisterComponent]
public class ClimbingComponent : SharedClimbingComponent, IActionBlocker
{
private bool _isClimbing = false;
private ClimbController _climbController = default;
public override bool IsClimbing
{
get => _isClimbing;
set
{
if (_isClimbing == value)
return;
if (!value)
{
Body?.TryRemoveController<ClimbController>();
}
_isClimbing = value;
Dirty();
}
}
/// <summary>
/// Make the owner climb from one point to another
/// </summary>
public void TryMoveTo(Vector2 from, Vector2 to)
{
if (Body == null)
return;
_climbController = Body.EnsureController<ClimbController>();
_climbController.TryMoveTo(from, to);
}
public void Update()
{
if (!IsClimbing || Body == null)
return;
if (_climbController != null && (_climbController.IsBlocked || !_climbController.IsActive))
{
if (Body.TryRemoveController<ClimbController>())
{
_climbController = null;
}
}
if (IsClimbing)
Body.WakeBody();
if (!IsOnClimbableThisFrame && IsClimbing && _climbController == null)
IsClimbing = false;
IsOnClimbableThisFrame = false;
}
public override ComponentState GetComponentState()
{
return new ClimbModeComponentState(_isClimbing);
}
}
}