Add delay to AutoOrient (#33479)

It functions identically to how V1 of orientation worked and it's incredibly annoying.
This commit is contained in:
metalgearsloth
2024-11-24 03:52:58 +11:00
committed by GitHub
parent 8522ffe8ce
commit 11dbf50ed6
4 changed files with 60 additions and 9 deletions

View File

@@ -0,0 +1,51 @@
using Content.Shared.CCVar;
using Content.Shared.Movement.Components;
using Robust.Shared.Configuration;
using Robust.Shared.Timing;
namespace Content.Shared.Movement.Systems;
public sealed class AutoOrientSystem : EntitySystem
{
[Dependency] private readonly IConfigurationManager _cfgManager = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedMoverController _mover = default!;
private TimeSpan _delay = TimeSpan.Zero;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<AutoOrientComponent, EntParentChangedMessage>(OnEntParentChanged);
Subs.CVar(_cfgManager, CCVars.AutoOrientDelay, OnAutoOrient, true);
}
private void OnAutoOrient(double obj)
{
_delay = TimeSpan.FromSeconds(obj);
}
private void OnEntParentChanged(Entity<AutoOrientComponent> ent, ref EntParentChangedMessage args)
{
ent.Comp.NextChange = _timing.CurTime + _delay;
Dirty(ent);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<AutoOrientComponent>();
while (query.MoveNext(out var uid, out var comp))
{
if (comp.NextChange <= _timing.CurTime)
{
comp.NextChange = null;
Dirty(uid, comp);
_mover.ResetCamera(uid);
}
}
}
}