ECS strap component (#12627)
This commit is contained in:
@@ -1,102 +1,89 @@
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using Content.Shared.DragDrop;
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using Content.Shared.Interaction;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Buckle.Components
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namespace Content.Shared.Buckle.Components;
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public enum StrapPosition
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{
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public enum StrapPosition
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/// <summary>
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/// (Default) Makes no change to the buckled mob
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/// </summary>
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None = 0,
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/// <summary>
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/// Makes the mob stand up
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/// </summary>
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Stand,
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/// <summary>
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/// Makes the mob lie down
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/// </summary>
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Down
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}
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[NetworkedComponent]
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[Access(typeof(SharedBuckleSystem))]
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public abstract class SharedStrapComponent : Component
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{
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/// <summary>
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/// The change in position to the strapped mob
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/// </summary>
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[DataField("position")]
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public StrapPosition Position { get; set; } = StrapPosition.None;
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/// <summary>
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/// The entity that is currently buckled here
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/// </summary>
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public readonly HashSet<EntityUid> BuckledEntities = new();
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/// <summary>
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/// The distance above which a buckled entity will be automatically unbuckled.
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/// Don't change it unless you really have to
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/// </summary>
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[DataField("maxBuckleDistance", required: false)]
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public float MaxBuckleDistance = 0.1f;
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/// <summary>
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/// Gets and clamps the buckle offset to MaxBuckleDistance
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/// </summary>
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public Vector2 BuckleOffset => Vector2.Clamp(
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BuckleOffsetUnclamped,
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Vector2.One * -MaxBuckleDistance,
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Vector2.One * MaxBuckleDistance);
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/// <summary>
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/// The buckled entity will be offset by this amount from the center of the strap object.
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/// If this offset it too big, it will be clamped to <see cref="MaxBuckleDistance"/>
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/// </summary>
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[DataField("buckleOffset", required: false)]
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[Access(Other = AccessPermissions.ReadWrite)]
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public Vector2 BuckleOffsetUnclamped = Vector2.Zero;
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}
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[Serializable, NetSerializable]
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public sealed class StrapComponentState : ComponentState
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{
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/// <summary>
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/// The change in position that this strap makes to the strapped mob
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/// </summary>
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public StrapPosition Position;
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public float MaxBuckleDistance;
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public Vector2 BuckleOffsetClamped;
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public HashSet<EntityUid> BuckledEntities;
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public StrapComponentState(StrapPosition position, Vector2 offset, HashSet<EntityUid> buckled, float maxBuckleDistance)
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{
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/// <summary>
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/// (Default) Makes no change to the buckled mob
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/// </summary>
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None = 0,
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/// <summary>
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/// Makes the mob stand up
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/// </summary>
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Stand,
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/// <summary>
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/// Makes the mob lie down
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/// </summary>
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Down
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}
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[NetworkedComponent()]
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public abstract class SharedStrapComponent : Component, IDragDropOn
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{
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/// <summary>
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/// The change in position to the strapped mob
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/// </summary>
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[DataField("position")]
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public StrapPosition Position { get; set; } = StrapPosition.None;
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/// <summary>
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/// The entity that is currently buckled here, synced from <see cref="BuckleComponent.BuckledTo"/>
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/// </summary>
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public readonly HashSet<EntityUid> BuckledEntities = new();
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/// <summary>
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/// The distance above which a buckled entity will be automatically unbuckled.
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/// Don't change it unless you really have to
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/// </summary>
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[DataField("maxBuckleDistance", required: false)]
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public float MaxBuckleDistance = 0.1f;
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/// <summary>
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/// Gets and clamps the buckle offset to MaxBuckleDistance
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/// </summary>
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public Vector2 BuckleOffset => Vector2.Clamp(
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BuckleOffsetUnclamped,
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Vector2.One * -MaxBuckleDistance,
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Vector2.One * MaxBuckleDistance);
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/// <summary>
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/// The buckled entity will be offset by this amount from the center of the strap object.
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/// If this offset it too big, it will be clamped to <see cref="MaxBuckleDistance"/>
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/// </summary>
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[DataField("buckleOffset", required: false)]
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public Vector2 BuckleOffsetUnclamped = Vector2.Zero;
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bool IDragDropOn.CanDragDropOn(DragDropEvent eventArgs)
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{
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(eventArgs.Dragged, out SharedBuckleComponent? buckleComponent)) return false;
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bool Ignored(EntityUid entity) => entity == eventArgs.User || entity == eventArgs.Dragged || entity == eventArgs.Target;
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return EntitySystem.Get<SharedInteractionSystem>().InRangeUnobstructed(eventArgs.Target, eventArgs.Dragged, buckleComponent.Range, predicate: Ignored);
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}
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public abstract bool DragDropOn(DragDropEvent eventArgs);
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}
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[Serializable, NetSerializable]
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public sealed class StrapComponentState : ComponentState
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{
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/// <summary>
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/// The change in position that this strap makes to the strapped mob
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/// </summary>
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public StrapPosition Position;
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public float MaxBuckleDistance;
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public Vector2 BuckleOffsetClamped;
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public HashSet<EntityUid> BuckledEntities;
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public StrapComponentState(StrapPosition position, Vector2 offset, HashSet<EntityUid> buckled, float maxBuckleDistance)
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{
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Position = position;
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BuckleOffsetClamped = offset;
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BuckledEntities = buckled;
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MaxBuckleDistance = maxBuckleDistance;
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}
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}
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[Serializable, NetSerializable]
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public enum StrapVisuals : byte
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{
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RotationAngle,
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BuckledState,
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State
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Position = position;
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BuckleOffsetClamped = offset;
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BuckledEntities = buckled;
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MaxBuckleDistance = maxBuckleDistance;
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}
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}
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[Serializable, NetSerializable]
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public enum StrapVisuals : byte
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{
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RotationAngle,
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State
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}
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107
Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs
Normal file
107
Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs
Normal file
@@ -0,0 +1,107 @@
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using Content.Shared.Buckle.Components;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Movement.Events;
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using Content.Shared.Standing;
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using Content.Shared.Throwing;
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using Content.Shared.Vehicle.Components;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Events;
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namespace Content.Shared.Buckle;
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public abstract partial class SharedBuckleSystem
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{
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private void InitializeBuckle()
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{
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SubscribeLocalEvent<SharedBuckleComponent, PreventCollideEvent>(PreventCollision);
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SubscribeLocalEvent<SharedBuckleComponent, DownAttemptEvent>(HandleDown);
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SubscribeLocalEvent<SharedBuckleComponent, StandAttemptEvent>(HandleStand);
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SubscribeLocalEvent<SharedBuckleComponent, ThrowPushbackAttemptEvent>(HandleThrowPushback);
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SubscribeLocalEvent<SharedBuckleComponent, UpdateCanMoveEvent>(HandleMove);
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SubscribeLocalEvent<SharedBuckleComponent, ChangeDirectionAttemptEvent>(OnBuckleChangeDirectionAttempt);
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}
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private void PreventCollision(EntityUid uid, SharedBuckleComponent component, ref PreventCollideEvent args)
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{
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if (args.BodyB.Owner != component.LastEntityBuckledTo)
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return;
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if (component.Buckled || component.DontCollide)
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args.Cancelled = true;
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}
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private void HandleDown(EntityUid uid, SharedBuckleComponent component, DownAttemptEvent args)
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{
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if (component.Buckled)
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args.Cancel();
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}
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private void HandleStand(EntityUid uid, SharedBuckleComponent component, StandAttemptEvent args)
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{
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if (component.Buckled)
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args.Cancel();
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}
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private void HandleThrowPushback(EntityUid uid, SharedBuckleComponent component, ThrowPushbackAttemptEvent args)
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{
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if (component.Buckled)
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args.Cancel();
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}
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private void HandleMove(EntityUid uid, SharedBuckleComponent component, UpdateCanMoveEvent args)
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{
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if (component.LifeStage > ComponentLifeStage.Running)
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return;
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if (component.Buckled &&
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!HasComp<VehicleComponent>(Transform(uid).ParentUid)) // buckle+vehicle shitcode
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args.Cancel();
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}
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private void OnBuckleChangeDirectionAttempt(EntityUid uid, SharedBuckleComponent component, ChangeDirectionAttemptEvent args)
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{
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if (component.Buckled)
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args.Cancel();
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}
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public bool IsBuckled(EntityUid uid, SharedBuckleComponent? component = null)
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{
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return Resolve(uid, ref component, false) && component.Buckled;
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}
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/// <summary>
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/// Reattaches this entity to the strap, modifying its position and rotation.
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/// </summary>
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/// <param name="buckleId">The entity to reattach.</param>
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/// <param name="strap">The strap to reattach to.</param>
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/// <param name="buckle">The buckle component of the entity to reattach.</param>
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public void ReAttach(EntityUid buckleId, SharedStrapComponent strap, SharedBuckleComponent? buckle = null)
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{
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if (!Resolve(buckleId, ref buckle, false))
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return;
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var ownTransform = Transform(buckleId);
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var strapTransform = Transform(strap.Owner);
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ownTransform.Coordinates = new EntityCoordinates(strapTransform.Owner, strap.BuckleOffset);
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// Buckle subscribes to move for <reasons> so this might fail.
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// TODO: Make buckle not do that.
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if (ownTransform.ParentUid != strapTransform.Owner)
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return;
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ownTransform.LocalRotation = Angle.Zero;
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switch (strap.Position)
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{
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case StrapPosition.None:
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break;
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case StrapPosition.Stand:
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_standing.Stand(buckleId);
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break;
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case StrapPosition.Down:
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_standing.Down(buckleId, false, false);
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break;
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}
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}
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}
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93
Content.Shared/Buckle/SharedBuckleSystem.Strap.cs
Normal file
93
Content.Shared/Buckle/SharedBuckleSystem.Strap.cs
Normal file
@@ -0,0 +1,93 @@
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using Content.Shared.Buckle.Components;
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using Content.Shared.DragDrop;
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using Content.Shared.Interaction;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Buckle;
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public abstract partial class SharedBuckleSystem
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{
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[Dependency] private readonly SharedInteractionSystem _interactions = default!;
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private void InitializeStrap()
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{
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SubscribeLocalEvent<SharedStrapComponent, MoveEvent>(OnStrapRotate);
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SubscribeLocalEvent<SharedStrapComponent, ComponentHandleState>(OnStrapHandleState);
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SubscribeLocalEvent<SharedStrapComponent, CanDragDropOnEvent>(OnStrapCanDragDropOn);
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}
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private void OnStrapHandleState(EntityUid uid, SharedStrapComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not StrapComponentState state)
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return;
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component.Position = state.Position;
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component.BuckleOffsetUnclamped = state.BuckleOffsetClamped;
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component.BuckledEntities.Clear();
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component.BuckledEntities.UnionWith(state.BuckledEntities);
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component.MaxBuckleDistance = state.MaxBuckleDistance;
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}
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private void OnStrapRotate(EntityUid uid, SharedStrapComponent component, ref MoveEvent args)
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{
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// TODO: This looks dirty af.
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// On rotation of a strap, reattach all buckled entities.
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// This fixes buckle offsets and draw depths.
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// This is mega cursed. Please somebody save me from Mr Buckle's wild ride.
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// Oh god I'm back here again. Send help.
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// Consider a chair that has a player strapped to it. Then the client receives a new server state, showing
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// that the player entity has moved elsewhere, and the chair has rotated. If the client applies the player
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// state, then the chairs transform comp state, and then the buckle state. The transform state will
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// forcefully teleport the player back to the chair (client-side only). This causes even more issues if the
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// chair was teleporting in from nullspace after having left PVS.
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//
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// One option is to just never trigger re-buckles during state application.
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// another is to.. just not do this? Like wtf is this code. But I CBF with buckle atm.
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if (GameTiming.ApplyingState || args.NewRotation == args.OldRotation)
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return;
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foreach (var buckledEntity in component.BuckledEntities)
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{
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if (!EntityManager.TryGetComponent(buckledEntity, out SharedBuckleComponent? buckled))
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{
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continue;
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}
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if (!buckled.Buckled || buckled.LastEntityBuckledTo != uid)
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{
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Logger.Error($"A moving strap entity {ToPrettyString(uid)} attempted to re-parent an entity that does not 'belong' to it {ToPrettyString(buckledEntity)}");
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continue;
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}
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ReAttach(buckledEntity, component, buckle: buckled);
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Dirty(buckled);
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}
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}
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protected bool StrapCanDragDropOn(
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EntityUid strapId,
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EntityUid user,
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EntityUid target,
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EntityUid buckleId,
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SharedStrapComponent? strap = null,
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SharedBuckleComponent? buckle = null)
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{
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if (!Resolve(strapId, ref strap, false) ||
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!Resolve(buckleId, ref buckle, false))
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{
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return false;
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}
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bool Ignored(EntityUid entity) => entity == user || entity == buckleId || entity == target;
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return _interactions.InRangeUnobstructed(target, buckleId, buckle.Range, predicate: Ignored);
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}
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private void OnStrapCanDragDropOn(EntityUid uid, SharedStrapComponent strap, CanDragDropOnEvent args)
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{
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args.CanDrop = StrapCanDragDropOn(args.Target, args.User, args.Target, args.Dragged, strap);
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args.Handled = true;
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}
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}
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@@ -1,16 +1,9 @@
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using Content.Shared.Buckle.Components;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Movement.Events;
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using Content.Shared.Standing;
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using Content.Shared.Throwing;
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using Content.Shared.Vehicle.Components;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Timing;
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namespace Content.Shared.Buckle;
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public abstract class SharedBuckleSystem : EntitySystem
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public abstract partial class SharedBuckleSystem : EntitySystem
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{
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[Dependency] protected readonly IGameTiming GameTiming = default!;
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@@ -20,141 +13,7 @@ public abstract class SharedBuckleSystem : EntitySystem
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{
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base.Initialize();
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SubscribeLocalEvent<SharedStrapComponent, MoveEvent>(OnStrapRotate);
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SubscribeLocalEvent<SharedBuckleComponent, PreventCollideEvent>(PreventCollision);
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SubscribeLocalEvent<SharedBuckleComponent, DownAttemptEvent>(HandleDown);
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SubscribeLocalEvent<SharedBuckleComponent, StandAttemptEvent>(HandleStand);
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SubscribeLocalEvent<SharedBuckleComponent, ThrowPushbackAttemptEvent>(HandleThrowPushback);
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SubscribeLocalEvent<SharedBuckleComponent, UpdateCanMoveEvent>(HandleMove);
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SubscribeLocalEvent<SharedBuckleComponent, ChangeDirectionAttemptEvent>(OnBuckleChangeDirectionAttempt);
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}
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private void OnStrapRotate(EntityUid uid, SharedStrapComponent component, ref MoveEvent args)
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{
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// TODO: This looks dirty af.
|
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// On rotation of a strap, reattach all buckled entities.
|
||||
// This fixes buckle offsets and draw depths.
|
||||
// This is mega cursed. Please somebody save me from Mr Buckle's wild ride.
|
||||
// Oh god I'm back here again. Send help.
|
||||
|
||||
// Consider a chair that has a player strapped to it. Then the client receives a new server state, showing
|
||||
// that the player entity has moved elsewhere, and the chair has rotated. If the client applies the player
|
||||
// state, then the chairs transform comp state, and then the buckle state. The transform state will
|
||||
// forcefully teleport the player back to the chair (client-side only). This causes even more issues if the
|
||||
// chair was teleporting in from nullspace after having left PVS.
|
||||
//
|
||||
// One option is to just never trigger re-buckles during state application.
|
||||
// another is to.. just not do this? Like wtf is this code. But I CBF with buckle atm.
|
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|
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if (GameTiming.ApplyingState || args.NewRotation == args.OldRotation)
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return;
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foreach (var buckledEntity in component.BuckledEntities)
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{
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if (!EntityManager.TryGetComponent(buckledEntity, out SharedBuckleComponent? buckled))
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{
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continue;
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}
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if (!buckled.Buckled || buckled.LastEntityBuckledTo != uid)
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{
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Logger.Error($"A moving strap entity {ToPrettyString(uid)} attempted to re-parent an entity that does not 'belong' to it {ToPrettyString(buckledEntity)}");
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continue;
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}
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ReAttach(buckledEntity, component, buckle: buckled);
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Dirty(buckled);
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}
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}
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public bool IsBuckled(EntityUid uid, SharedBuckleComponent? component = null)
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{
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return Resolve(uid, ref component, false) && component.Buckled;
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}
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private void OnBuckleChangeDirectionAttempt(EntityUid uid, SharedBuckleComponent component, ChangeDirectionAttemptEvent args)
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{
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if (component.Buckled)
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args.Cancel();
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}
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private void HandleMove(EntityUid uid, SharedBuckleComponent component, UpdateCanMoveEvent args)
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{
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if (component.LifeStage > ComponentLifeStage.Running)
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return;
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|
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if (component.Buckled &&
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!HasComp<VehicleComponent>(Transform(uid).ParentUid)) // buckle+vehicle shitcode
|
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args.Cancel();
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}
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private void HandleStand(EntityUid uid, SharedBuckleComponent component, StandAttemptEvent args)
|
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{
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if (component.Buckled)
|
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{
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args.Cancel();
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||||
}
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}
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|
||||
private void HandleDown(EntityUid uid, SharedBuckleComponent component, DownAttemptEvent args)
|
||||
{
|
||||
if (component.Buckled)
|
||||
{
|
||||
args.Cancel();
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleThrowPushback(EntityUid uid, SharedBuckleComponent component, ThrowPushbackAttemptEvent args)
|
||||
{
|
||||
if (!component.Buckled) return;
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
private void PreventCollision(EntityUid uid, SharedBuckleComponent component, ref PreventCollideEvent args)
|
||||
{
|
||||
if (args.BodyB.Owner != component.LastEntityBuckledTo)
|
||||
return;
|
||||
|
||||
if (component.Buckled || component.DontCollide)
|
||||
{
|
||||
args.Cancelled = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reattaches this entity to the strap, modifying its position and rotation.
|
||||
/// </summary>
|
||||
/// <param name="buckleId">The entity to reattach.</param>
|
||||
/// <param name="strap">The strap to reattach to.</param>
|
||||
/// <param name="buckle">The buckle component of the entity to reattach.</param>
|
||||
public void ReAttach(EntityUid buckleId, SharedStrapComponent strap, SharedBuckleComponent? buckle = null)
|
||||
{
|
||||
if (!Resolve(buckleId, ref buckle, false))
|
||||
return;
|
||||
|
||||
var ownTransform = Transform(buckleId);
|
||||
var strapTransform = Transform(strap.Owner);
|
||||
|
||||
ownTransform.Coordinates = new EntityCoordinates(strapTransform.Owner, strap.BuckleOffset);
|
||||
|
||||
// Buckle subscribes to move for <reasons> so this might fail.
|
||||
// TODO: Make buckle not do that.
|
||||
if (ownTransform.ParentUid != strapTransform.Owner)
|
||||
return;
|
||||
|
||||
ownTransform.LocalRotation = Angle.Zero;
|
||||
|
||||
switch (strap.Position)
|
||||
{
|
||||
case StrapPosition.None:
|
||||
break;
|
||||
case StrapPosition.Stand:
|
||||
_standing.Stand(buckleId);
|
||||
break;
|
||||
case StrapPosition.Down:
|
||||
_standing.Down(buckleId, false, false);
|
||||
break;
|
||||
}
|
||||
InitializeBuckle();
|
||||
InitializeStrap();
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user