Sprite fade review (#36509)
* Sprite fade review * Skip non-hard fixtures Probably fine.
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@@ -10,6 +10,7 @@ using Robust.Client.UserInterface;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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namespace Content.Client.Sprite;
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@@ -22,21 +23,20 @@ public sealed class SpriteFadeSystem : EntitySystem
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IStateManager _stateManager = default!;
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[Dependency] private readonly FixtureSystem _fixtures = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly IUserInterfaceManager _uiManager = default!;
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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private List<(MapCoordinates Point, bool ExcludeBoundingBox)> _points = new();
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private readonly HashSet<FadingSpriteComponent> _comps = new();
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private EntityQuery<SpriteComponent> _spriteQuery;
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private EntityQuery<SpriteFadeComponent> _fadeQuery;
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private EntityQuery<FadingSpriteComponent> _fadingQuery;
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/// <summary>
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/// Radius of the mouse point for the intersection test
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/// </summary>
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private static Vector2 MouseRadius = new Vector2(10f * float.Epsilon, 10f * float.Epsilon);
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private EntityQuery<FixturesComponent> _fixturesQuery;
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private const float TargetAlpha = 0.4f;
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private const float ChangeRate = 1f;
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@@ -48,6 +48,7 @@ public sealed class SpriteFadeSystem : EntitySystem
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_spriteQuery = GetEntityQuery<SpriteComponent>();
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_fadeQuery = GetEntityQuery<SpriteFadeComponent>();
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_fadingQuery = GetEntityQuery<FadingSpriteComponent>();
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_fixturesQuery = GetEntityQuery<FixturesComponent>();
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SubscribeLocalEvent<FadingSpriteComponent, ComponentShutdown>(OnFadingShutdown);
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}
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@@ -67,22 +68,22 @@ public sealed class SpriteFadeSystem : EntitySystem
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{
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var player = _playerManager.LocalEntity;
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// ExcludeBoundingBox is set if we don't want to fade this sprite within the collision bounding boxes for the given POI
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var pointsOfInterest = new List<(MapCoordinates Point, bool ExcludeBoundingBox)>();
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_points.Clear();
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if (_uiManager.CurrentlyHovered is IViewportControl vp
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&& _inputManager.MouseScreenPosition.IsValid)
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{
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pointsOfInterest.Add((vp.PixelToMap(_inputManager.MouseScreenPosition.Position), true));
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_points.Add((vp.PixelToMap(_inputManager.MouseScreenPosition.Position), true));
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}
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if (TryComp(player, out TransformComponent? playerXform))
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{
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pointsOfInterest.Add((_transform.GetMapCoordinates(_playerManager.LocalEntity!.Value, xform: playerXform), false));
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_points.Add((_transform.GetMapCoordinates(_playerManager.LocalEntity!.Value, xform: playerXform), false));
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}
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if (_stateManager.CurrentState is GameplayState state && _spriteQuery.TryGetComponent(player, out var playerSprite))
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{
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foreach (var (mapPos, excludeBB) in pointsOfInterest)
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foreach (var (mapPos, excludeBB) in _points)
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{
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// Also want to handle large entities even if they may not be clickable.
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foreach (var ent in state.GetClickableEntities(mapPos, excludeFaded: false))
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@@ -95,21 +96,28 @@ public sealed class SpriteFadeSystem : EntitySystem
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continue;
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}
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if (excludeBB)
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// If it intersects a fixture ignore it.
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if (excludeBB && _fixturesQuery.TryComp(ent, out var body))
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{
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var test = new Box2Rotated(mapPos.Position - MouseRadius, mapPos.Position + MouseRadius);
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var transform = _physics.GetPhysicsTransform(ent);
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var collided = false;
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foreach (var fixture in _physics.GetCollidingEntities(mapPos.MapId, test))
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foreach (var fixture in body.Fixtures.Values)
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{
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if (fixture.Owner == ent)
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if (!fixture.Hard)
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continue;
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if (_fixtures.TestPoint(fixture.Shape, transform, mapPos.Position))
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{
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collided = true;
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break;
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}
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}
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// Check next entity
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if (collided)
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{
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break;
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continue;
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}
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}
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