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38 lines
1.1 KiB
C#
38 lines
1.1 KiB
C#
using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Standing;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class StandingStateComponent : Component
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{
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[DataField]
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public SoundSpecifier DownSound { get; private set; } = new SoundCollectionSpecifier("BodyFall");
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[DataField, AutoNetworkedField]
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public StandingState CurrentState { get; set; } = StandingState.Standing;
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[DataField, AutoNetworkedField]
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public bool Standing { get; set; } = true;
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/// <summary>
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/// List of fixtures that had their collision mask changed when the entity was downed.
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/// Required for re-adding the collision mask.
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/// </summary>
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[DataField, AutoNetworkedField]
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public List<string> ChangedFixtures = new();
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/// <summary>
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/// WWDP - How much should the floor friction change if not standing
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/// </summary>
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[DataField, AutoNetworkedField]
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public float LayingFrictionMultiplier = 3f;
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}
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public enum StandingState
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{
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Lying,
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GettingUp,
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Standing,
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}
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