Add an effect that shows the item you're using to attack with when attacking

This commit is contained in:
Víctor Aguilera Puerto
2020-08-31 20:54:33 +02:00
parent b927fddf4c
commit 391444c879
5 changed files with 45 additions and 11 deletions

View File

@@ -1,10 +1,14 @@
using Content.Client.GameObjects.Components.Mobs;
using System;
using Content.Client.GameObjects.Components.Mobs;
using Content.Client.GameObjects.Components.Weapons.Melee;
using Content.Shared.GameObjects.Components.Weapons.Melee;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.EntitySystemMessages;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Maths;
@@ -18,6 +22,7 @@ namespace Content.Client.GameObjects.EntitySystems
public sealed class MeleeWeaponSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
public override void Initialize()
{
@@ -53,6 +58,26 @@ namespace Content.Client.GameObjects.EntitySystems
var weaponArcAnimation = entity.GetComponent<MeleeWeaponArcAnimationComponent>();
weaponArcAnimation.SetData(weaponArc, msg.Angle, attacker);
// Due to ISpriteComponent limitations, weapons that don't use an RSI won't have this effect.
if (EntityManager.TryGetEntity(msg.Source, out var source) && msg.TextureEffect && source.TryGetComponent(out ISpriteComponent sourceSprite)
&& sourceSprite.BaseRSI?.Path != null)
{
var sys = Get<EffectSystem>();
var curTime = _gameTiming.CurTime;
var effect = new EffectSystemMessage
{
EffectSprite = sourceSprite.BaseRSI.Path.ToString(),
RsiState = sourceSprite.LayerGetState(0).Name,
Coordinates = attacker.Transform.GridPosition,
Color = Vector4.Multiply(new Vector4(255, 255, 255, 125), 1.0f),
ColorDelta = Vector4.Multiply(new Vector4(0, 0, 0, -10), 1.0f),
Velocity = msg.Angle.ToVec(),
Acceleration = msg.Angle.ToVec() * 5f,
Born = curTime,
DeathTime = curTime.Add(TimeSpan.FromMilliseconds(300f)),
};
sys.CreateEffect(effect);
}
foreach (var uid in msg.Hits)
{

View File

@@ -17,6 +17,8 @@ using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
using Content.Shared.Damage;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects.EntitySystemMessages;
namespace Content.Server.GameObjects.Components.Weapon.Melee
{
@@ -24,7 +26,6 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
public class MeleeWeaponComponent : Component, IAttack
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
[Dependency] private readonly IPhysicsManager _physicsManager = default!;
public override string Name => "MeleeWeapon";
@@ -54,6 +55,9 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
[ViewVariables(VVAccess.ReadWrite)]
public DamageType DamageType { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
public bool ClickAttackEffect { get; set; }
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
@@ -68,6 +72,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
serializer.DataField(this, x => x.ArcCooldownTime, "arcCooldownTime", 1f);
serializer.DataField(this, x => x.CooldownTime, "cooldownTime", 1f);
serializer.DataField(this, x => x.DamageType, "damageType", DamageType.Blunt);
serializer.DataField(this, x => x.ClickAttackEffect, "clickAttackEffect", true);
}
protected virtual bool OnHitEntities(IReadOnlyList<IEntity> entities, AttackEventArgs eventArgs)
@@ -117,8 +122,8 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
if (Arc != null)
{
var sys = _entitySystemManager.GetEntitySystem<MeleeWeaponSystem>();
sys.SendAnimation(Arc, angle, eventArgs.User, hitEntities);
var sys = EntitySystem.Get<MeleeWeaponSystem>();
sys.SendAnimation(Arc, angle, eventArgs.User, Owner, hitEntities);
}
_lastAttackTime = curTime;
@@ -170,8 +175,8 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
if (ClickArc != null)
{
var sys = _entitySystemManager.GetEntitySystem<MeleeWeaponSystem>();
sys.SendAnimation(ClickArc, angle, eventArgs.User, targets);
var sys = EntitySystem.Get<MeleeWeaponSystem>();
sys.SendAnimation(ClickArc, angle, eventArgs.User, Owner, targets, ClickAttackEffect);
}
_lastAttackTime = curTime;

View File

@@ -9,10 +9,10 @@ namespace Content.Server.GameObjects.EntitySystems
{
public sealed class MeleeWeaponSystem : EntitySystem
{
public void SendAnimation(string arc, Angle angle, IEntity attacker, IEnumerable<IEntity> hits)
public void SendAnimation(string arc, Angle angle, IEntity attacker, IEntity source, IEnumerable<IEntity> hits, bool textureEffect = false)
{
RaiseNetworkEvent(new MeleeWeaponSystemMessages.PlayMeleeWeaponAnimationMessage(arc, angle, attacker.Uid,
hits.Select(e => e.Uid).ToList()));
RaiseNetworkEvent(new MeleeWeaponSystemMessages.PlayMeleeWeaponAnimationMessage(arc, angle, attacker.Uid, source.Uid,
hits.Select(e => e.Uid).ToList(), textureEffect));
}
}
}

View File

@@ -11,18 +11,22 @@ namespace Content.Shared.GameObjects.EntitySystemMessages
[Serializable, NetSerializable]
public sealed class PlayMeleeWeaponAnimationMessage : EntitySystemMessage
{
public PlayMeleeWeaponAnimationMessage(string arcPrototype, Angle angle, EntityUid attacker, List<EntityUid> hits)
public PlayMeleeWeaponAnimationMessage(string arcPrototype, Angle angle, EntityUid attacker, EntityUid source, List<EntityUid> hits, bool textureEffect = false)
{
ArcPrototype = arcPrototype;
Angle = angle;
Attacker = attacker;
Source = source;
Hits = hits;
TextureEffect = textureEffect;
}
public string ArcPrototype { get; }
public Angle Angle { get; }
public EntityUid Attacker { get; }
public EntityUid Source { get; }
public List<EntityUid> Hits { get; }
public bool TextureEffect { get; }
}
}
}

View File

@@ -32,6 +32,6 @@ namespace Content.Shared.Interfaces.GameObjects.Components
public GridCoordinates ClickLocation { get; }
public bool WideAttack { get; }
public EntityUid Target { get; }
public IEntity? TargetEntity => IoCManager.Resolve<IEntityManager>()?.GetEntity(Target) ?? null;
public IEntity? TargetEntity => Target.IsValid() ? IoCManager.Resolve<IEntityManager>()?.GetEntity(Target) ?? null : null;
}
}