Add clothing equipped/unequipped events (#27155)

* Added ClothingGotEquipped/ClothingGotUnequipped events

* Better version

* Implemented in a few places

* More implementations

* Add ClothingDidEquipped/ClothingDidUnequipped events
This commit is contained in:
Tayrtahn
2024-04-21 11:00:50 -04:00
committed by GitHub
parent 84c3d225ca
commit 50631f430d
13 changed files with 113 additions and 114 deletions

View File

@@ -17,34 +17,28 @@ public sealed class SkatesSystem : EntitySystem
{
base.Initialize();
SubscribeLocalEvent<SkatesComponent, GotEquippedEvent>(OnGotEquipped);
SubscribeLocalEvent<SkatesComponent, GotUnequippedEvent>(OnGotUnequipped);
SubscribeLocalEvent<SkatesComponent, ClothingGotEquippedEvent>(OnGotEquipped);
SubscribeLocalEvent<SkatesComponent, ClothingGotUnequippedEvent>(OnGotUnequipped);
}
/// <summary>
/// When item is unequipped from the shoe slot, friction, aceleration and collide on impact return to default settings.
/// </summary>
public void OnGotUnequipped(EntityUid uid, SkatesComponent component, GotUnequippedEvent args)
public void OnGotUnequipped(EntityUid uid, SkatesComponent component, ClothingGotUnequippedEvent args)
{
if (!TryComp(args.Equipee, out MovementSpeedModifierComponent? speedModifier))
if (!TryComp(args.Wearer, out MovementSpeedModifierComponent? speedModifier))
return;
if (args.Slot == "shoes")
{
_move.ChangeFriction(args.Equipee, MovementSpeedModifierComponent.DefaultFriction, MovementSpeedModifierComponent.DefaultFrictionNoInput, MovementSpeedModifierComponent.DefaultAcceleration, speedModifier);
_impact.ChangeCollide(args.Equipee, component.DefaultMinimumSpeed, component.DefaultStunSeconds, component.DefaultDamageCooldown, component.DefaultSpeedDamage);
}
_move.ChangeFriction(args.Wearer, MovementSpeedModifierComponent.DefaultFriction, MovementSpeedModifierComponent.DefaultFrictionNoInput, MovementSpeedModifierComponent.DefaultAcceleration, speedModifier);
_impact.ChangeCollide(args.Wearer, component.DefaultMinimumSpeed, component.DefaultStunSeconds, component.DefaultDamageCooldown, component.DefaultSpeedDamage);
}
/// <summary>
/// When item is equipped into the shoe slot, friction, acceleration and collide on impact are adjusted.
/// </summary>
private void OnGotEquipped(EntityUid uid, SkatesComponent component, GotEquippedEvent args)
private void OnGotEquipped(EntityUid uid, SkatesComponent component, ClothingGotEquippedEvent args)
{
if (args.Slot == "shoes")
{
_move.ChangeFriction(args.Equipee, component.Friction, component.FrictionNoInput, component.Acceleration);
_impact.ChangeCollide(args.Equipee, component.MinimumSpeed, component.StunSeconds, component.DamageCooldown, component.SpeedDamage);
}
_move.ChangeFriction(args.Wearer, component.Friction, component.FrictionNoInput, component.Acceleration);
_impact.ChangeCollide(args.Wearer, component.MinimumSpeed, component.StunSeconds, component.DamageCooldown, component.SpeedDamage);
}
}