Files
OldThink/Content.Shared/Standing/StandingStateComponent.cs
Remuchi 673d26f918 [Feat] Система лежания и снаряды теперь проходят через лежащих людей, если не целиться в них (#195)
* add: система лежания и вставания

* add: теперь по-умолчанию по лежачим не попадают снаряды

* add: только гуманоиды могут ложиться
2024-03-21 09:54:11 +07:00

47 lines
1.4 KiB
C#

using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Standing
{
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(StandingStateSystem))]
public sealed partial class StandingStateComponent : Component
{
[ViewVariables(VVAccess.ReadWrite), DataField]
public SoundSpecifier DownSound { get; private set; } = new SoundCollectionSpecifier("BodyFall");
[DataField, AutoNetworkedField]
public StandingState CurrentState { get; set; } = StandingState.Standing; // WD EDIT
/// <summary>
/// Time required to get up.
/// </summary>
[DataField, AutoNetworkedField]
public TimeSpan StandingUpTime { get; set; } = TimeSpan.FromSeconds(1); // WD EDIT
// WD EDIT
[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public bool CanLieDown = false;
/// <summary>
/// List of fixtures that had their collision mask changed when the entity was downed.
/// Required for re-adding the collision mask.
/// </summary>
[DataField, AutoNetworkedField]
public List<string> ChangedFixtures = new();
}
}
[Serializable, NetSerializable]
public sealed class ChangeStandingStateEvent : EntityEventArgs
{
}
// WD EDIT
public enum StandingState
{
Lying,
GettingUp,
Standing
}