Use new ComponentPauseGenerator (#25183)

Also includes some (non critical) changes to the solution file to re-organize the Roslyn components.
This commit is contained in:
Pieter-Jan Briers
2024-02-26 04:36:19 +01:00
committed by GitHub
parent 2a2324ecaf
commit e00f74505c
130 changed files with 150 additions and 539 deletions

View File

@@ -8,13 +8,14 @@ namespace Content.Server.Physics.Components;
/// <summary>
/// A component which makes its entity chasing entity with selected component.
/// </summary>
[RegisterComponent, Access(typeof(ChasingWalkSystem))]
[RegisterComponent, Access(typeof(ChasingWalkSystem)), AutoGenerateComponentPause]
public sealed partial class ChasingWalkComponent : Component
{
/// <summary>
/// The next moment in time when the entity is pushed toward its goal
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
[AutoPausedField]
public TimeSpan NextImpulseTime;
/// <summary>
@@ -57,6 +58,7 @@ public sealed partial class ChasingWalkComponent : Component
/// The next change of direction time.
/// </summary>
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
[AutoPausedField]
public TimeSpan NextChangeVectorTime;
/// <summary>

View File

@@ -27,7 +27,6 @@ public sealed class ChasingWalkSystem : VirtualController
base.Initialize();
SubscribeLocalEvent<ChasingWalkComponent, MapInitEvent>(OnChasingMapInit);
SubscribeLocalEvent<ChasingWalkComponent, EntityUnpausedEvent>(OnChasingUnpaused);
}
private void OnChasingMapInit(EntityUid uid, ChasingWalkComponent component, MapInitEvent args)
@@ -36,12 +35,6 @@ public sealed class ChasingWalkSystem : VirtualController
component.NextChangeVectorTime = _gameTiming.CurTime;
}
private void OnChasingUnpaused(EntityUid uid, ChasingWalkComponent component, ref EntityUnpausedEvent args)
{
component.NextImpulseTime += args.PausedTime;
component.NextChangeVectorTime += args.PausedTime;
}
public override void UpdateBeforeSolve(bool prediction, float frameTime)
{
base.UpdateBeforeSolve(prediction, frameTime);