Use new ComponentPauseGenerator (#25183)
Also includes some (non critical) changes to the solution file to re-organize the Roslyn components.
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@@ -5,7 +5,7 @@ using Robust.Shared.Timing;
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namespace Content.Shared.Throwing
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{
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true), AutoGenerateComponentPause]
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public sealed partial class ThrownItemComponent : Component
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{
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/// <summary>
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@@ -24,6 +24,7 @@ namespace Content.Shared.Throwing
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/// Compared to <see cref="IGameTiming.CurTime"/> to land this entity, if any.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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[AutoPausedField]
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public TimeSpan? LandTime;
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/// <summary>
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@@ -35,7 +35,6 @@ namespace Content.Shared.Throwing
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SubscribeLocalEvent<ThrownItemComponent, StartCollideEvent>(HandleCollision);
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SubscribeLocalEvent<ThrownItemComponent, PreventCollideEvent>(PreventCollision);
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SubscribeLocalEvent<ThrownItemComponent, ThrownEvent>(ThrowItem);
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SubscribeLocalEvent<ThrownItemComponent, EntityUnpausedEvent>(OnThrownUnpaused);
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SubscribeLocalEvent<PullStartedMessage>(HandlePullStarted);
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}
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@@ -59,14 +58,6 @@ namespace Content.Shared.Throwing
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_fixtures.TryCreateFixture(uid, shape, ThrowingFixture, hard: false, collisionMask: (int) CollisionGroup.ThrownItem, manager: fixturesComponent, body: body);
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}
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private void OnThrownUnpaused(EntityUid uid, ThrownItemComponent component, ref EntityUnpausedEvent args)
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{
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if (component.LandTime != null)
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{
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component.LandTime = component.LandTime.Value + args.PausedTime;
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}
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}
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private void HandleCollision(EntityUid uid, ThrownItemComponent component, ref StartCollideEvent args)
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{
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if (!args.OtherFixture.Hard)
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