using Microsoft.Xna.Framework; namespace Barotrauma.Items.Components { partial class RemoteController : ItemComponent { [Serialize("", IsPropertySaveable.No, description: "Tag or identifier of the item that should be controlled.")] public Identifier Target { get; private set; } [Serialize(false, IsPropertySaveable.No)] public bool OnlyInOwnSub { get; private set; } [Serialize(10000.0f, IsPropertySaveable.No)] public float Range { get; private set; } public Item TargetItem { get => currentTarget; } private Item currentTarget; private Character currentUser; private Submarine currentSub; public RemoteController(Item item, ContentXElement element) : base(item, element) { } public override bool Select(Character character) { if (base.Select(character)) { FindTarget(character); return true; } return false; } public override void Equip(Character character) { FindTarget(character); } public override void Update(float deltaTime, Camera cam) { base.Update(deltaTime, cam); if (currentTarget.Removed || item.Submarine != currentSub || Vector2.DistanceSquared(currentTarget.WorldPosition, item.WorldPosition) > Range * Range) { FindTarget(currentUser); } } private void FindTarget(Character user) { currentTarget = null; if (user == null || (item.Submarine == null && OnlyInOwnSub)) { IsActive = false; return; } float closestDist = float.PositiveInfinity; foreach (Item targetItem in Item.ItemList) { if (targetItem.NonInteractable || targetItem.NonPlayerTeamInteractable || targetItem.IsHidden) { continue; } if (OnlyInOwnSub) { if (targetItem.Submarine != item.Submarine) { continue; } if (targetItem.Submarine.TeamID != user.TeamID) { continue; } } if (!targetItem.HasTag(Target) && ((MapEntity)targetItem).Prefab.Identifier != Target) { continue; } float distSqr = Vector2.DistanceSquared(item.WorldPosition, targetItem.WorldPosition); if (distSqr > Range * Range || distSqr > closestDist) { continue; } currentTarget = targetItem; currentSub = item.Submarine; closestDist = distSqr; currentUser = user; } IsActive = currentTarget != null; } } }