Ranged weapon firing does not depend on DefaultGrid anymore.
This commit is contained in:
@@ -1,6 +1,7 @@
|
||||
using System;
|
||||
using System;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Weapons.Ranged
|
||||
@@ -26,14 +27,33 @@ namespace Content.Shared.GameObjects.Components.Weapons.Ranged
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A component message raised when the weapon is fired at a position on the map.
|
||||
/// </summary>
|
||||
[Serializable, NetSerializable]
|
||||
public sealed class FirePosComponentMessage : ComponentMessage
|
||||
{
|
||||
public GridCoordinates Target { get; }
|
||||
/// <summary>
|
||||
/// If this is not invalid, the target position is relative to the grid.
|
||||
/// Otherwise, it is a map position.
|
||||
/// </summary>
|
||||
public GridId TargetGrid { get; }
|
||||
|
||||
public FirePosComponentMessage(GridCoordinates target)
|
||||
/// <summary>
|
||||
/// If Target Grid is not invalid, this is relative to the grid, otherwise
|
||||
/// it is a map position.
|
||||
/// </summary>
|
||||
public Vector2 TargetPosition { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Constructs a new instance of <see cref="FirePosComponentMessage"/>.
|
||||
/// </summary>
|
||||
/// <param name="targetGrid">The grid that the target position is on, if any.</param>
|
||||
/// <param name="targetPosition">Target position relative to the grid, or a map position if the grid is invalid.</param>
|
||||
public FirePosComponentMessage(GridId targetGrid, Vector2 targetPosition)
|
||||
{
|
||||
Target = target;
|
||||
TargetGrid = targetGrid;
|
||||
TargetPosition = targetPosition;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user