* fix: Ботинки клоуна сново работают

* fix: Световое копье теперь исчезает если его передать
This commit is contained in:
Spatison
2024-07-30 03:13:05 +03:00
committed by GitHub
parent 74e1f3c618
commit 397e74079b
8 changed files with 115 additions and 96 deletions

View File

@@ -1,72 +0,0 @@
using System.Numerics;
namespace Content.Shared.Movement.Components;
/// <summary>
/// Declares that an entity has started to waddle like a duck/clown.
/// </summary>
/// <param name="Entity">The newly be-waddled.</param>
[ByRefEvent]
public record struct StartedWaddlingEvent(EntityUid Entity)
{
public EntityUid Entity = Entity;
}
/// <summary>
/// Declares that an entity has stopped waddling like a duck/clown.
/// </summary>
/// <param name="Entity">The former waddle-er.</param>
[ByRefEvent]
public record struct StoppedWaddlingEvent(EntityUid Entity)
{
public EntityUid Entity = Entity;
}
/// <summary>
/// Defines something as having a waddle animation when it moves.
/// </summary>
[RegisterComponent]
public sealed partial class WaddleAnimationComponent : Component
{
/// <summary>
/// What's the name of this animation? Make sure it's unique so it can play along side other animations.
/// This prevents someone accidentally causing two identical waddling effects to play on someone at the same time.
/// </summary>
[DataField]
public string KeyName = "Waddle";
///<summary>
/// How high should they hop during the waddle? Higher hop = more energy.
/// </summary>
[DataField]
public Vector2 HopIntensity = new(0, 0.25f);
/// <summary>
/// How far should they rock backward and forward during the waddle?
/// Each step will alternate between this being a positive and negative rotation. More rock = more scary.
/// </summary>
[DataField]
public float TumbleIntensity = 20.0f;
/// <summary>
/// How long should a complete step take? Less time = more chaos.
/// </summary>
[DataField]
public float AnimationLength = 0.66f;
/// <summary>
/// How much shorter should the animation be when running?
/// </summary>
[DataField]
public float RunAnimationLengthMultiplier = 0.568f;
/// <summary>
/// Stores which step we made last, so if someone cancels out of the animation mid-step then restarts it looks more natural.
/// </summary>
public bool LastStep;
/// <summary>
/// Stores if we're currently waddling so we can start/stop as appropriate and can tell other systems our state.
/// </summary>
public bool IsCurrentlyWaddling;
}