Files
OldThink/Content.Shared/_White/Explosion/SharedCMExplosionSystem.cs
ThereDrD 3a6b3ee1f4 Шейдер ударной волны для взрывов (#633)
* Adds shock wave shader (#2631)

Co-authored-by: DOOM <N/A>
Co-authored-by: Whisper <121047731+QuietlyWhisper@users.noreply.github.com>

* add explosive shockwave

* add shockwave to fireball

* wd edit

* cleanup

* remove exgreande beeping sound

---------

Co-authored-by: Vero <73014819+vero5123@users.noreply.github.com>
Co-authored-by: Whisper <121047731+QuietlyWhisper@users.noreply.github.com>
2024-08-17 23:59:11 +03:00

37 lines
1.3 KiB
C#

using Content.Shared.Throwing;
using Robust.Shared.Random;
namespace Content.Shared._White.Explosion;
public sealed class SharedExplosionSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly ThrowingSystem _throwing = default!;
public override void Initialize()
{
SubscribeLocalEvent<ExplosionEffectComponent, ExplosiveTriggeredEvent>(OnExplosionEffectTriggered);
}
private void OnExplosionEffectTriggered(EntityUid uid, ExplosionEffectComponent component, ref ExplosiveTriggeredEvent args)
{
SpawnNextToOrDrop(component.ShockWave, uid);
SpawnNextToOrDrop(component.Explosion, uid);
if (component.MaxShrapnel <= 0)
return;
foreach (var effect in component.ShrapnelEffects)
{
var shrapnelCount = _random.Next(component.MinShrapnel, component.MaxShrapnel);
for (var i = 0; i < shrapnelCount; i++)
{
var angle = _random.NextAngle();
var direction = angle.ToVec().Normalized() * 10;
var shrapnel = SpawnNextToOrDrop(effect, uid);
_throwing.TryThrow(shrapnel, direction, component.ShrapnelSpeed / 10);
}
}
}
}