Files
Delta-v/Content.Client/_EE/Flight/Components/FlightVisualsComponent.cs
e945f5869a Harpies Flightless No More! (#4888)
* Initial port of EE Harpy flying (#919)

* Added better friction and acceleration modifiers.

* Moved server's flight system to shared. I don't know why it isn't in the first place.

* Shifting things around.

* Code tweaks to make it better

* Comment fixes

* Fixed footsteps and footstep sounds

* Added a quick conditional if InitialStaminaCost greater than zero

* Removed a pop-up that wasn't showing

* Additional adjustments

* [pre-commit.ci] auto fixes from pre-commit.com hooks

for more information, see https://pre-commit.ci

* Fixed a few more systems to call the Flying system instead of the component

* Comment consistency. DeltaV comments where I made it better. EE comments where they originally had things

* YAML fixes

* Guidebook

* Apply suggestions from code review

Co-authored-by: Tobias Berger <toby@tobot.dev>
Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>

* Removed DoAfterDashEvent

* Fixed suggestions

* Updated comment

* Added new copyright free wingflaps with proper attribution

* [pre-commit.ci] auto fixes from pre-commit.com hooks

for more information, see https://pre-commit.ci

* Appeased YAML gods

---------

Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Tobias Berger <toby@tobot.dev>
2025-12-08 14:58:52 +01:00

36 lines
865 B
C#

using Robust.Client.Graphics;
namespace Content.Client._EE.Flight.Components;
[RegisterComponent]
public sealed partial class FlightVisualsComponent : Component
{
/// <summary>
/// The speed of the shader animation.
/// </summary>
[DataField]
public float Speed;
/// <summary>
/// How far it goes in any direction.
/// </summary>
[DataField]
public float Multiplier;
/// <summary>
/// How much the limbs (if there are any) rotate.
/// </summary>
[DataField]
public float Offset;
/// <summary>
/// Are we animating layers or the entire sprite?
/// </summary>
public bool AnimateLayer = false;
public int? TargetLayer;
[DataField]
public string AnimationKey = "default";
[ViewVariables(VVAccess.ReadWrite)]
public ShaderInstance Shader = default!;
}