Flash overlay rework and bugfixes (#27369)

This commit is contained in:
slarticodefast
2024-06-02 06:17:53 +02:00
committed by GitHub
parent f5bc921bdd
commit 1283989346
18 changed files with 187 additions and 208 deletions

View File

@@ -1,62 +1,67 @@
using Content.Shared.Flash;
using Content.Shared.Flash.Components;
using Content.Shared.StatusEffect;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.GameStates;
using Robust.Shared.Timing;
using Robust.Shared.Player;
namespace Content.Client.Flash
namespace Content.Client.Flash;
public sealed class FlashSystem : SharedFlashSystem
{
public sealed class FlashSystem : SharedFlashSystem
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IOverlayManager _overlayMan = default!;
private FlashOverlay _overlay = default!;
public override void Initialize()
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IOverlayManager _overlayManager = default!;
base.Initialize();
public override void Initialize()
SubscribeLocalEvent<FlashedComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<FlashedComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<FlashedComponent, LocalPlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<FlashedComponent, LocalPlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<FlashedComponent, StatusEffectAddedEvent>(OnStatusAdded);
_overlay = new();
}
private void OnPlayerAttached(EntityUid uid, FlashedComponent component, LocalPlayerAttachedEvent args)
{
_overlayMan.AddOverlay(_overlay);
}
private void OnPlayerDetached(EntityUid uid, FlashedComponent component, LocalPlayerDetachedEvent args)
{
_overlay.PercentComplete = 1.0f;
_overlay.ScreenshotTexture = null;
_overlayMan.RemoveOverlay(_overlay);
}
private void OnInit(EntityUid uid, FlashedComponent component, ComponentInit args)
{
if (_player.LocalEntity == uid)
{
base.Initialize();
SubscribeLocalEvent<FlashableComponent, ComponentHandleState>(OnFlashableHandleState);
_overlayMan.AddOverlay(_overlay);
}
}
private void OnFlashableHandleState(EntityUid uid, FlashableComponent component, ref ComponentHandleState args)
private void OnShutdown(EntityUid uid, FlashedComponent component, ComponentShutdown args)
{
if (_player.LocalEntity == uid)
{
if (args.Current is not FlashableComponentState state)
return;
_overlay.PercentComplete = 1.0f;
_overlay.ScreenshotTexture = null;
_overlayMan.RemoveOverlay(_overlay);
}
}
// Yes, this code is awful. I'm just porting it to an entity system so don't blame me.
if (_playerManager.LocalEntity != uid)
{
return;
}
if (state.Time == default)
{
return;
}
// Few things here:
// 1. If a shorter duration flash is applied then don't do anything
// 2. If the client-side time is later than when the flash should've ended don't do anything
var currentTime = _gameTiming.CurTime.TotalSeconds;
var newEndTime = state.Time.TotalSeconds + state.Duration;
var currentEndTime = component.LastFlash.TotalSeconds + component.Duration;
if (currentEndTime > newEndTime)
{
return;
}
if (currentTime > newEndTime)
{
return;
}
component.LastFlash = state.Time;
component.Duration = state.Duration;
var overlay = _overlayManager.GetOverlay<FlashOverlay>();
overlay.ReceiveFlash(component.Duration);
private void OnStatusAdded(EntityUid uid, FlashedComponent component, StatusEffectAddedEvent args)
{
if (_player.LocalEntity == uid && args.Key == FlashedKey)
{
_overlay.ReceiveFlash();
}
}
}