Class RotateToFaceSystem
Contains common code used to rotate a player to face a given target or direction.
This interaction in itself is useful for various roleplay purposes.
But it needs specialized code to handle chairs and such.
Doesn't really fit with SharedInteractionSystem so it's not there.
Inheritance
System.Object
RotateToFaceSystem
Assembly: Content.Shared.dll
Syntax
public sealed class RotateToFaceSystem : EntitySystem
Methods
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TryFaceAngle(EntityUid, Angle, Nullable<TransformComponent>)
Declaration
public bool TryFaceAngle(EntityUid user, Angle diffAngle, TransformComponent? xform = null)
Parameters
Type |
Name |
Description |
EntityUid |
user |
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Angle |
diffAngle |
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System.Nullable<TransformComponent> |
xform |
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Returns
Type |
Description |
System.Boolean |
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TryFaceCoordinates(EntityUid, Vector2, Nullable<TransformComponent>)
Declaration
public bool TryFaceCoordinates(EntityUid user, Vector2 coordinates, TransformComponent? xform = null)
Parameters
Type |
Name |
Description |
EntityUid |
user |
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Vector2 |
coordinates |
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System.Nullable<TransformComponent> |
xform |
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Returns
Type |
Description |
System.Boolean |
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TryRotateTo(EntityUid, Angle, Single, Angle, Double, Nullable<TransformComponent>)
Tries to rotate the entity towards the target rotation. Returns false if it needs to keep rotating.
Declaration
public bool TryRotateTo(EntityUid uid, Angle goalRotation, float frameTime, Angle tolerance, double rotationSpeed = null, TransformComponent? xform = null)
Parameters
Type |
Name |
Description |
EntityUid |
uid |
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Angle |
goalRotation |
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System.Single |
frameTime |
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Angle |
tolerance |
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System.Double |
rotationSpeed |
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System.Nullable<TransformComponent> |
xform |
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Returns
Type |
Description |
System.Boolean |
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