41 lines
1.2 KiB
C#
41 lines
1.2 KiB
C#
using Content.Shared._Sunrise.Jump;
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using Content.Shared.Chat;
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using Content.Shared.Chat.Prototypes;
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using Content.Shared.Input;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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namespace Content.Client._Sunrise.Jump;
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public sealed class JumpSystem : SharedJumpSystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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private TimeSpan _lastJumpTime;
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private static readonly TimeSpan JumpCooldown = TimeSpan.FromSeconds(1);
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[ValidatePrototypeId<EmotePrototype>]
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private const string EmoteJumpProto = "EmoteJump";
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public override void Initialize()
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{
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.Jump, InputCmdHandler.FromDelegate(Jump, handle: false, outsidePrediction: false))
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.Register<JumpSystem>();
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}
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private void Jump(ICommonSession? session)
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{
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if (session is not { AttachedEntity: { Valid: true } uid } _
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|| !Exists(uid))
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return;
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var currentTime = _gameTiming.CurTime;
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if (currentTime - _lastJumpTime < JumpCooldown)
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return;
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_lastJumpTime = currentTime;
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RaisePredictiveEvent(new PlayEmoteMessage(EmoteJumpProto));
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}
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}
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