Use new ComponentPauseGenerator (#25183)
Also includes some (non critical) changes to the solution file to re-organize the Roslyn components.
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@@ -8,13 +8,14 @@ namespace Content.Server.Physics.Components;
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/// <summary>
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/// A component which makes its entity chasing entity with selected component.
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/// </summary>
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[RegisterComponent, Access(typeof(ChasingWalkSystem))]
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[RegisterComponent, Access(typeof(ChasingWalkSystem)), AutoGenerateComponentPause]
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public sealed partial class ChasingWalkComponent : Component
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{
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/// <summary>
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/// The next moment in time when the entity is pushed toward its goal
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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[AutoPausedField]
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public TimeSpan NextImpulseTime;
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/// <summary>
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@@ -57,6 +58,7 @@ public sealed partial class ChasingWalkComponent : Component
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/// The next change of direction time.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
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[AutoPausedField]
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public TimeSpan NextChangeVectorTime;
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/// <summary>
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@@ -27,7 +27,6 @@ public sealed class ChasingWalkSystem : VirtualController
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base.Initialize();
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SubscribeLocalEvent<ChasingWalkComponent, MapInitEvent>(OnChasingMapInit);
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SubscribeLocalEvent<ChasingWalkComponent, EntityUnpausedEvent>(OnChasingUnpaused);
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}
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private void OnChasingMapInit(EntityUid uid, ChasingWalkComponent component, MapInitEvent args)
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@@ -36,12 +35,6 @@ public sealed class ChasingWalkSystem : VirtualController
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component.NextChangeVectorTime = _gameTiming.CurTime;
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}
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private void OnChasingUnpaused(EntityUid uid, ChasingWalkComponent component, ref EntityUnpausedEvent args)
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{
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component.NextImpulseTime += args.PausedTime;
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component.NextChangeVectorTime += args.PausedTime;
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}
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public override void UpdateBeforeSolve(bool prediction, float frameTime)
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{
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base.UpdateBeforeSolve(prediction, frameTime);
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