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47 lines
1.5 KiB
C#
47 lines
1.5 KiB
C#
using Robust.Shared.IoC;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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namespace Robust.Shared.GameObjects
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{
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public sealed class CollideOnAnchorSystem : EntitySystem
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{
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[Dependency] private SharedPhysicsSystem _physics = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<CollideOnAnchorComponent, ComponentStartup>(OnStartup);
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// Shouldn't need to handle re-anchor.
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SubscribeLocalEvent<CollideOnAnchorComponent, AnchorStateChangedEvent>(OnAnchor);
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}
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private void OnStartup(EntityUid uid, CollideOnAnchorComponent component, ComponentStartup args)
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{
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if (!EntityManager.TryGetComponent(uid, out TransformComponent? transformComponent)) return;
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SetCollide(uid, component, transformComponent.Anchored);
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}
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private void OnAnchor(EntityUid uid, CollideOnAnchorComponent component, ref AnchorStateChangedEvent args)
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{
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if (!args.Detaching)
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SetCollide(uid, component, args.Anchored);
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}
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private void SetCollide(EntityUid uid, CollideOnAnchorComponent component, bool anchored)
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{
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if (!EntityManager.TryGetComponent(uid, out PhysicsComponent? body)) return;
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var enabled = component.Enable;
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if (!anchored)
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{
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enabled ^= true;
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}
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_physics.SetCanCollide(uid, enabled, body: body);
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}
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}
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}
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