instantAction
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@@ -14,7 +14,6 @@ public class EmoteAnimationSystem : SharedEmoteAnimationSystem
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public override void Initialize()
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public override void Initialize()
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{
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{
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SubscribeLocalEvent<EmoteAnimationComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<EmoteAnimationComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<EmoteAnimationComponent, MapInitEvent>(OnMapInint);
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SubscribeLocalEvent<EmoteAnimationComponent, MapInitEvent>(OnMapInint);
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SubscribeLocalEvent<EmoteAnimationComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<EmoteAnimationComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<EmoteAnimationComponent, EmoteEvent>(OnEmote);
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SubscribeLocalEvent<EmoteAnimationComponent, EmoteEvent>(OnEmote);
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@@ -30,7 +29,7 @@ public class EmoteAnimationSystem : SharedEmoteAnimationSystem
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private void OnMapInint(EntityUid uid, EmoteAnimationComponent component, MapInitEvent args)
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private void OnMapInint(EntityUid uid, EmoteAnimationComponent component, MapInitEvent args)
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{
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{
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/*
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var actionFlip = new InstantAction(_proto.Index<InstantActionPrototype>(EmoteFlipActionPrototype));
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var actionFlip = new InstantAction(_proto.Index<InstantActionPrototype>(EmoteFlipActionPrototype));
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var actionJump = new InstantAction(_proto.Index<InstantActionPrototype>(EmoteJumpActionPrototype));
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var actionJump = new InstantAction(_proto.Index<InstantActionPrototype>(EmoteJumpActionPrototype));
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var actionTurn = new InstantAction(_proto.Index<InstantActionPrototype>(EmoteTurnActionPrototype));
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var actionTurn = new InstantAction(_proto.Index<InstantActionPrototype>(EmoteTurnActionPrototype));
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@@ -40,8 +39,6 @@ public class EmoteAnimationSystem : SharedEmoteAnimationSystem
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_action.AddAction(uid, actionFlip, null);
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_action.AddAction(uid, actionFlip, null);
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_action.AddAction(uid, actionJump, null);
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_action.AddAction(uid, actionJump, null);
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_action.AddAction(uid, actionTurn, null);
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_action.AddAction(uid, actionTurn, null);
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*/
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// shity-dirty-fucking code. There is need to refactor in future, if you wanna add more animations - Doc
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}
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}
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private void OnShutdown(EntityUid uid, EmoteAnimationComponent component, ComponentShutdown args)
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private void OnShutdown(EntityUid uid, EmoteAnimationComponent component, ComponentShutdown args)
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@@ -52,7 +49,6 @@ public class EmoteAnimationSystem : SharedEmoteAnimationSystem
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_action.RemoveAction(uid, component.JumpAction);
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_action.RemoveAction(uid, component.JumpAction);
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if (component.TurnAction != null)
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if (component.TurnAction != null)
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_action.RemoveAction(uid, component.TurnAction);
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_action.RemoveAction(uid, component.TurnAction);
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// shity-dirty-fucking code. There is need to refactor in future, if you wanna add more animations - Doc
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}
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}
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private void OnEmote(EntityUid uid, EmoteAnimationComponent component, ref EmoteEvent args)
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private void OnEmote(EntityUid uid, EmoteAnimationComponent component, ref EmoteEvent args)
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13
Resources/Locale/ru-RU/white/actions/emotes.ftl
Normal file
13
Resources/Locale/ru-RU/white/actions/emotes.ftl
Normal file
@@ -0,0 +1,13 @@
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emote-flip-action-name = Сальто
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emote-flip-action-description = Сделать крутой акработический трюк!
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emote-jump-action-name = Подпрыгнуть
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emote-jump-action-description = Подпрыгни из-за радости или испуга от мыши.
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emote-turn-action-name = Танцевать
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emote-turn-action-description = You spin me right round baby...
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emote-slap-target-action = шлепает {$target} по заднице!
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emote-slap-action-name = Шлепнуть по заднице
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emote-slap-additional-info = *шлеп*
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emote-slap-additional-info-for-target = Вас шлепнули по заднице!
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