Roller Skates fixes (#21542)

This commit is contained in:
brainfood1183
2023-11-09 01:43:27 +00:00
committed by GitHub
parent be8e5b7a8d
commit 8be97a20c5
8 changed files with 187 additions and 54 deletions

View File

@@ -1,9 +1,67 @@
using Robust.Shared.GameStates;
using Content.Shared.Clothing.EntitySystems;
namespace Content.Shared.Clothing;
[RegisterComponent]
[NetworkedComponent]
[Access(typeof(SkatesSystem))]
public sealed partial class SkatesComponent : Component
{
/// <summary>
/// the levels of friction the wearer is subected to, higher the number the more friction.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float Friction = 5;
/// <summary>
/// Determines the turning ability of the wearer, Higher the number the less control of their turning ability.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float? FrictionNoInput = 5f;
/// <summary>
/// Sets the speed in which the wearer accelerates to full speed, higher the number the quicker the acceleration.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float Acceleration = 10f;
/// <summary>
/// The minimum speed the wearer needs to be traveling to take damage from collision.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float MinimumSpeed = 4f;
/// <summary>
/// The length of time the wearer is stunned for on collision.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float StunSeconds = 1f;
/// <summary>
/// The time duration before another collision can take place.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float DamageCooldown = 2f;
/// <summary>
/// The damage per increment of speed on collision.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float SpeedDamage = 0.5f;
/// <summary>
/// Defaults for MinimumSpeed, StunSeconds, DamageCooldown and SpeedDamage.
/// </summary>
[ViewVariables]
public float DefaultMinimumSpeed = 20f;
[ViewVariables]
public float DefaultStunSeconds = 1f;
[ViewVariables]
public float DefaultDamageCooldown = 2f;
[ViewVariables]
public float DefaultSpeedDamage = 0.5f;
}