Files
tbd-station-14/Content.Client/GameObjects/Components/Movement/ClimbingComponent.cs
nuke f4909cdb98 Climbing system (#1750)
* Initial commit

* Climbing uses its own controller now

* Missed a check

* Get rid of hands check

* Cleanup

* Get rid of speciescomponent stuff

* Remove unneeded check, add separate case for moving other players.

* Add DoAfter

* IClientDraggable added to ClimbingComponent

* Added some basic integration tests. Renamed ClimbMode to Climbing.

* oops

* Minor fixes

* ffff

* Table fix

* Revamped system so its more predicted, uses proper  logic for de-climbing. Get hype!!!

* Flag check fix

* Distance check and reset numticksblocked

* get rid
2020-08-20 00:13:22 +02:00

35 lines
1.0 KiB
C#

using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Content.Shared.GameObjects.Components.Movement;
using Content.Client.Interfaces.GameObjects.Components.Interaction;
using Content.Shared.Physics;
namespace Content.Client.GameObjects.Components.Movement
{
[RegisterComponent]
public class ClimbingComponent : SharedClimbingComponent, IClientDraggable
{
public override void HandleComponentState(ComponentState curState, ComponentState nextState)
{
if (!(curState is ClimbModeComponentState climbModeState) || Body == null)
{
return;
}
IsClimbing = climbModeState.Climbing;
}
public override bool IsClimbing { get; set; }
bool IClientDraggable.ClientCanDropOn(CanDropEventArgs eventArgs)
{
return eventArgs.Target.HasComponent<IClimbable>();
}
bool IClientDraggable.ClientCanDrag(CanDragEventArgs eventArgs)
{
return true;
}
}
}