Re-organize all projects (#4166)

This commit is contained in:
DrSmugleaf
2021-06-09 22:19:39 +02:00
committed by GitHub
parent 9f50e4061b
commit ff1a2d97ea
1773 changed files with 5258 additions and 5508 deletions

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using Content.Shared.Audio;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Movement.Components
{
/// <summary>
/// Changes footstep sound
/// </summary>
[RegisterComponent]
public class FootstepModifierComponent : Component
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _footstepRandom = default!;
/// <inheritdoc />
public override string Name => "FootstepModifier";
[DataField("footstepSoundCollection")]
public string? _soundCollectionName;
public void PlayFootstep()
{
if (!string.IsNullOrWhiteSpace(_soundCollectionName))
{
var soundCollection = _prototypeManager.Index<SoundCollectionPrototype>(_soundCollectionName);
var file = _footstepRandom.Pick(soundCollection.PickFiles);
SoundSystem.Play(Filter.Pvs(Owner), file, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2f));
}
}
}
}

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using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
namespace Content.Server.Movement.Components
{
[RegisterComponent]
public class StressTestMovementComponent : Component
{
public override string Name => "StressTestMovement";
public float Progress { get; set; }
public Vector2 Origin { get; set; }
protected override void Startup()
{
base.Startup();
Origin = Owner.Transform.WorldPosition;
}
}
}

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using System;
using Content.Server.Movement.Components;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
namespace Content.Server.Movement
{
[UsedImplicitly]
internal sealed class StressTestMovementSystem : EntitySystem
{
public override void Update(float frameTime)
{
base.Update(frameTime);
foreach (var stressTest in ComponentManager.EntityQuery<StressTestMovementComponent>(true))
{
var transform = stressTest.Owner.Transform;
stressTest.Progress += frameTime;
if (stressTest.Progress > 1)
{
stressTest.Progress -= 1;
}
var x = MathF.Sin(stressTest.Progress * MathHelper.TwoPi);
var y = MathF.Cos(stressTest.Progress * MathHelper.TwoPi);
transform.WorldPosition = stressTest.Origin + (new Vector2(x, y) * 5);
}
}
}
}