Add sprite fades for occluding sprites (#13267)

This commit is contained in:
metalgearsloth
2023-01-05 16:45:23 +11:00
committed by GitHub
parent bf2ae6294d
commit 3400af11cd
4 changed files with 128 additions and 0 deletions

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@@ -0,0 +1,13 @@
using Content.Shared.Sprite;
namespace Content.Client.Sprite;
/// <summary>
/// The non-networked client-only component to track active <see cref="SpriteFadeComponent"/>
/// </summary>
[RegisterComponent, Access(typeof(SpriteFadeSystem))]
public sealed class FadingSpriteComponent : Component
{
[ViewVariables]
public float OriginalAlpha;
}

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@@ -0,0 +1,102 @@
using Content.Client.Gameplay;
using Content.Shared.Sprite;
using Robust.Client.GameObjects;
using Robust.Client.Player;
using Robust.Client.State;
namespace Content.Client.Sprite;
public sealed class SpriteFadeSystem : EntitySystem
{
/*
* If the player entity is obstructed under the specified components then it will drop the alpha for that entity
* so the player is still visible.
*/
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IStateManager _stateManager = default!;
private readonly HashSet<FadingSpriteComponent> _comps = new();
private const float TargetAlpha = 0.4f;
private const float ChangeRate = 1f;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<FadingSpriteComponent, ComponentShutdown>(OnFadingShutdown);
}
private void OnFadingShutdown(EntityUid uid, FadingSpriteComponent component, ComponentShutdown args)
{
if (MetaData(uid).EntityLifeStage >= EntityLifeStage.Terminating || !TryComp<SpriteComponent>(uid, out var sprite))
return;
sprite.Color = sprite.Color.WithAlpha(component.OriginalAlpha);
}
public override void FrameUpdate(float frameTime)
{
base.FrameUpdate(frameTime);
var player = _playerManager.LocalPlayer?.ControlledEntity;
var spriteQuery = GetEntityQuery<SpriteComponent>();
var change = ChangeRate * frameTime;
if (TryComp<TransformComponent>(player, out var playerXform) &&
_stateManager.CurrentState is GameplayState state &&
spriteQuery.TryGetComponent(player, out var playerSprite))
{
var fadeQuery = GetEntityQuery<SpriteFadeComponent>();
var mapPos = playerXform.MapPosition;
// Also want to handle large entities even if they may not be clickable.
foreach (var ent in state.GetClickableEntities(mapPos))
{
if (ent == player ||
!fadeQuery.HasComponent(ent) ||
!spriteQuery.TryGetComponent(ent, out var sprite) ||
sprite.DrawDepth < playerSprite.DrawDepth)
{
continue;
}
if (!TryComp<FadingSpriteComponent>(ent, out var fading))
{
fading = AddComp<FadingSpriteComponent>(ent);
fading.OriginalAlpha = sprite.Color.A;
}
_comps.Add(fading);
var newColor = Math.Max(sprite.Color.A - change, TargetAlpha);
if (!sprite.Color.A.Equals(newColor))
{
sprite.Color = sprite.Color.WithAlpha(newColor);
}
}
}
foreach (var comp in EntityQuery<FadingSpriteComponent>(true))
{
if (_comps.Contains(comp))
continue;
if (!spriteQuery.TryGetComponent(comp.Owner, out var sprite))
continue;
var newColor = Math.Min(sprite.Color.A + change, comp.OriginalAlpha);
if (!newColor.Equals(sprite.Color.A))
{
sprite.Color = sprite.Color.WithAlpha(newColor);
}
else
{
RemCompDeferred<FadingSpriteComponent>(comp.Owner);
}
}
_comps.Clear();
}
}

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@@ -0,0 +1,12 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Sprite;
/// <summary>
/// If your client entity is behind this then the sprite's alpha will be lowered so your entity remains visible.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed class SpriteFadeComponent : Component
{
}

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@@ -37,6 +37,7 @@
description: Yep, it's a tree.
abstract: true
components:
- type: SpriteFade
- type: Clickable
- type: Sprite
sprite: Objects/Decoration/Flora/flora_trees.rsi