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- using System.Numerics;
- using Robust.Shared.GameStates;
- using Robust.Shared.Serialization;
- namespace Content.Shared.MouseRotator;
- /// <summary>
- /// This component allows overriding an entities local rotation based on the client's mouse movement
- /// </summary>
- /// <see cref="SharedMouseRotatorSystem"/>
- [RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
- public sealed partial class MouseRotatorComponent : Component
- {
- /// <summary>
- /// How much the desired angle needs to change before a predictive event is sent
- /// </summary>
- [DataField, AutoNetworkedField]
- public Angle AngleTolerance = Angle.FromDegrees(20.0);
- /// <summary>
- /// The angle that will be lerped to
- /// </summary>
- [DataField, AutoNetworkedField]
- public Angle? GoalRotation;
- /// <summary>
- /// Max degrees the entity can rotate per second
- /// </summary>
- [DataField, AutoNetworkedField]
- public double RotationSpeed = float.MaxValue;
- /// <summary>
- /// This one is important. If this is true, <see cref="AngleTolerance"/> does not apply. In this mode, the client will only send
- /// events when an entity should snap to a different cardinal direction, rather than for every angle change.
- ///
- /// This is useful for cases like humans, where what really matters is the visual sprite direction, as opposed to something
- /// like turrets or ship guns, which have finer range of movement.
- /// </summary>
- [DataField, AutoNetworkedField]
- public bool Simple4DirMode = true;
- }
- /// <summary>
- /// Raised on an entity with <see cref="MouseRotatorComponent"/> as a predictive event on the client
- /// when mouse rotation changes
- /// </summary>
- [Serializable, NetSerializable]
- public sealed class RequestMouseRotatorRotationEvent : EntityEventArgs
- {
- public Angle Rotation;
- }
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