Updates based on PR feedback

This commit is contained in:
gamer147
2023-08-05 22:04:44 -04:00
parent 1b34af21ee
commit 5735087889
10 changed files with 85 additions and 76 deletions

View File

@@ -6,18 +6,18 @@ using Sandbox;
namespace LuckerGame.Entities;
/// <summary>
/// Represents a Player.
/// Represents a person playing the game.
/// 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 controls. This value is networked and should be accessed through <see cref="Pawn"/>.
/// The entity this lucker controls. This value is networked and should be accessed through <see cref="Pawn"/>.
/// </summary>
[Net] private Entity InternalPawn { get; set; }
/// <summary>
/// Accesses or sets the entity this player current controls
/// Accesses or sets the entity this lucker currently controls
/// </summary>
public Entity Pawn
{
@@ -33,7 +33,7 @@ public partial class Lucker : Entity
}
/// <summary>
/// Before the round has started, this player indicated they were ready
/// Before the round has started, this lucker indicated they were ready
/// </summary>
[Net] public bool Ready { get; set; }
@@ -45,20 +45,20 @@ public partial class Lucker : Entity
[BindComponent] public LuckerStats Stats { get; }
/// <summary>
/// Creates and properly sets up a Player entity for a given client
/// Creates and properly sets up a <see cref="Lucker"/> entity for a given client
/// </summary>
/// <param name="client">the client to own the player</param>
/// <returns>the newly created player</returns>
/// <param name="client">the client to own the lucker</param>
/// <returns>the newly created lucker</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>();
var stats = player.Components.Create<LuckerStats>();
var lucker = new Lucker();
client.Pawn = lucker;
lucker.Owner = client as Entity;
lucker.Name = client.Name;
lucker.Components.Create<RTSCamera>();
lucker.Components.Create<LuckerStats>();
return player;
return lucker;
}
/// <summary>
@@ -69,12 +69,12 @@ public partial class Lucker : Entity
public static void ReadyUpCommand(bool readyState)
{
var client = ConsoleSystem.Caller;
var player = client.Pawn as Lucker;
player.SetReady( readyState );
var lucker = client.Pawn as Lucker;
lucker.SetReady( readyState );
}
/// <summary>
/// Sets this player's ready state
/// Sets this lucker's ready state
/// </summary>
/// <param name="ready">the ready state being set</param>
public void SetReady(bool ready)
@@ -82,7 +82,7 @@ public partial class Lucker : Entity
Ready = ready;
if ( Game.IsServer )
{
Event.Run( LuckerEvent.PlayerReady, this, ready );
Event.Run( LuckerEvent.LuckerReady, this, ready );
}
}