Files
crystall-punk-14/Content.Shared/GameObjects/Components/Movement/TileFrictionModifier.cs

63 lines
1.8 KiB
C#
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Physics (#3452) * Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-01 03:11:29 +11:00
#nullable enable
using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Movement
{
[RegisterComponent]
public class SharedTileFrictionModifier : Component
{
public override string Name => "TileFrictionModifier";
/// <summary>
/// Multiply the tilefriction cvar by this to get the body's actual tilefriction.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float Modifier
{
get => _modifier;
set
{
if (MathHelper.CloseTo(_modifier, value)) return;
_modifier = value;
}
}
private float _modifier;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, x => x.Modifier, "modifier", 1.0f);
}
public override ComponentState GetComponentState(ICommonSession session)
{
return new TileFrictionComponentState(_modifier);
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
base.HandleComponentState(curState, nextState);
if (curState is not TileFrictionComponentState tileState) return;
_modifier = tileState.Modifier;
}
[NetSerializable, Serializable]
protected class TileFrictionComponentState : ComponentState
{
public float Modifier;
public TileFrictionComponentState(float modifier) : base(ContentNetIDs.TILE_FRICTION)
{
Modifier = modifier;
}
}
}
}