mirror of
https://github.com/space-wizards/RobustToolbox.git
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* * CluwneLib.cs: Make _window a local variable * BaseCollection.cs: Formatting issue * BaseServer.cs: Removed unused parameter * ChatManager.cs: Made public encapsulated fields * BoundKeyEventArgs.cs: Public encapsulated parameters * CVarFlags.cs: Explicit variable setting * ComponentFactory.cs: unused variable * * CluwneLib.cs: Make _window a local variable * BaseCollection.cs: Formatting issue * BaseServer.cs: Removed unused parameter * ChatManager.cs: Made public encapsulated fields * BoundKeyEventArgs.cs: Public encapsulated parameters * CVarFlags.cs: Explicit variable setting * ComponentFactory.cs: unused variable * CVar fixes * Edited the OSX error message to be a little more helpful. (You have to edit the .dylibs because they come broken). * Fixing the sprite movement problem * Reverted error message * Revert Again
53 lines
1.7 KiB
C#
53 lines
1.7 KiB
C#
using SS14.Shared;
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using SS14.Shared.GameObjects;
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using SS14.Shared.GameObjects.System;
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using System;
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using System.Collections.Generic;
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namespace SS14.Client.GameObjects.EntitySystems
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{
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public class InputSystem : EntitySystem
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{
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/// <summary>
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/// Default constructor.
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/// </summary>
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public InputSystem()
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{
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EntityQuery = new ComponentEntityQuery()
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{
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OneSet = new List<Type>()
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{
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typeof(KeyBindingInputComponent),
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},
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};
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}
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/// <inheritdoc />
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public override void Update(float frameTime)
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{
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var entities = EntityManager.GetEntities(EntityQuery);
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foreach (var entity in entities)
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{
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var inputs = entity.GetComponent<KeyBindingInputComponent>();
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//Animation setting
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if (entity.TryGetComponent<AnimatedSpriteComponent>(out var component))
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{
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//Char is moving
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if (inputs.GetKeyState(BoundKeyFunctions.MoveRight) ||
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inputs.GetKeyState(BoundKeyFunctions.MoveDown) ||
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inputs.GetKeyState(BoundKeyFunctions.MoveLeft) ||
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inputs.GetKeyState(BoundKeyFunctions.MoveUp))
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{
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component.SetAnimationState(inputs.GetKeyState(BoundKeyFunctions.Run) ? "run" : "walk");
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}
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//Char is not moving
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else
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{
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component.SetAnimationState("idle");
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}
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}
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}
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}
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}
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}
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