Add sprite fades for occluding sprites (#13267)
This commit is contained in:
13
Content.Client/Sprite/FadingSpriteComponent.cs
Normal file
13
Content.Client/Sprite/FadingSpriteComponent.cs
Normal file
@@ -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;
|
||||
}
|
||||
102
Content.Client/Sprite/SpriteFadeSystem.cs
Normal file
102
Content.Client/Sprite/SpriteFadeSystem.cs
Normal file
@@ -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();
|
||||
}
|
||||
}
|
||||
12
Content.Shared/Sprite/SpriteFadeComponent.cs
Normal file
12
Content.Shared/Sprite/SpriteFadeComponent.cs
Normal file
@@ -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
|
||||
{
|
||||
|
||||
}
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user