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gamer147
2023-08-02 19:47:53 -04:00
commit 285a130a81
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code/Entities/Lucker.cs Normal file
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using LuckerGame.Components.Lucker.Cameras;
using LuckerGame.Events;
using Sandbox;
namespace LuckerGame.Entities;
/// <summary>
/// Represents a Player.
/// This could belong to a Client or a Bot and represents a common entity to operate on for games and keeping score
/// </summary>
public partial class Lucker : Entity
{
/// <summary>
/// The entity this Player currently controls
/// </summary>
public Entity Pawn { get; set; }
/// <summary>
/// Before the round has started, this player indicated they were ready
/// </summary>
[Net] public bool Ready { get; set; }
/// <summary>
/// This Lucker's camera
/// </summary>
[BindComponent] public AbstractCamera Camera { get; }
/// <summary>
/// Creates and properly sets up a Player entity for a given client
/// </summary>
/// <param name="client">the client to own the player</param>
/// <returns>the newly created player</returns>
public static Lucker CreateLuckerForClient( IClient client )
{
var player = new Lucker();
client.Pawn = player;
player.Owner = client as Entity;
player.Name = client.Name;
var camera = player.Components.Create<RTSCamera>();
return player;
}
/// <summary>
/// Allows clients to request setting their ready state
/// </summary>
/// <param name="readyState">whether they are readying up or calming down</param>
[ConCmd.Server("set_ready")]
public static void ReadyUpCommand(bool readyState)
{
var client = ConsoleSystem.Caller;
var player = client.Pawn as Lucker;
player.SetReady( readyState );
}
/// <summary>
/// Sets this player's ready state
/// </summary>
/// <param name="ready">the ready state being set</param>
public void SetReady(bool ready)
{
Ready = ready;
if ( Game.IsServer )
{
Event.Run( LuckerEvent.PlayerReady, this, ready );
}
}
/// <inheritdoc/>
public override void Simulate( IClient cl )
{
base.Simulate( cl );
}
public override void FrameSimulate( IClient cl )
{
base.FrameSimulate( cl );
Camera?.Update();
}
public override void BuildInput()
{
base.BuildInput();
Camera?.BuildInput();
}
}