Put base movement in control of MovementSpeedModifierComponent.

PlayerInputMoverComponent was unsuitable because it gets added/removed dynamically and is specific to players (AIs don't use it).
This commit is contained in:
Pieter-Jan Briers
2020-04-18 13:46:35 +02:00
parent 028ca7a732
commit 1578a32fa1
3 changed files with 42 additions and 58 deletions

View File

@@ -1,14 +1,20 @@
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Movement
{
[RegisterComponent]
public class MovementSpeedModifierComponent : Component
{
public const float DefaultBaseWalkSpeed = 4.0f;
public const float DefaultBaseSprintSpeed = 7.0f;
public override string Name => "MovementSpeedModifier";
private float _cachedWalkSpeedModifier = 1.0f;
[ViewVariables]
public float WalkSpeedModifier
{
get
@@ -18,6 +24,7 @@ namespace Content.Server.GameObjects.Components.Movement
}
}
private float _cachedSprintSpeedModifier;
[ViewVariables]
public float SprintSpeedModifier
{
get
@@ -27,6 +34,16 @@ namespace Content.Server.GameObjects.Components.Movement
}
}
[ViewVariables(VVAccess.ReadWrite)]
public float BaseWalkSpeed { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
public float BaseSprintSpeed { get; set; }
[ViewVariables]
public float CurrentWalkSpeed => WalkSpeedModifier * BaseWalkSpeed;
[ViewVariables]
public float CurrentSprintSpeed => SprintSpeedModifier * BaseSprintSpeed;
/// <summary>
/// set to warn us that a component's movespeed modifier has changed
/// </summary>
@@ -37,6 +54,14 @@ namespace Content.Server.GameObjects.Components.Movement
_movespeedModifiersNeedRefresh = true;
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, p => p.BaseWalkSpeed, "baseWalkSpeed", 4);
serializer.DataField(this, p => p.BaseSprintSpeed, "baseSprintSpeed", 7);
}
/// <summary>
/// Recalculate movement speed with current modifiers, or return early if no change
/// </summary>