Sprite-based click detection.

This commit is contained in:
Pieter-Jan Briers
2020-06-16 16:00:19 +02:00
parent 310e765502
commit 4136388028
9 changed files with 456 additions and 15 deletions

View File

@@ -17,6 +17,7 @@ using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
namespace Content.Client.State
@@ -54,7 +55,9 @@ namespace Content.Client.State
base.FrameUpdate(e);
var mousePosWorld = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
var entityToClick = _userInterfaceManager.CurrentlyHovered != null ? null : GetEntityUnderPosition(mousePosWorld);
var entityToClick = _userInterfaceManager.CurrentlyHovered != null
? null
: GetEntityUnderPosition(mousePosWorld);
var inRange = false;
if (_playerManager.LocalPlayer.ControlledEntity != null && entityToClick != null)
@@ -62,7 +65,10 @@ namespace Content.Client.State
var playerPos = _playerManager.LocalPlayer.ControlledEntity.Transform.MapPosition;
var entityPos = entityToClick.Transform.MapPosition;
inRange = _entitySystemManager.GetEntitySystem<SharedInteractionSystem>()
.InRangeUnobstructed(playerPos, entityPos, predicate:entity => entity == _playerManager.LocalPlayer.ControlledEntity || entity == entityToClick, insideBlockerValid:true);
.InRangeUnobstructed(playerPos, entityPos,
predicate: entity =>
entity == _playerManager.LocalPlayer.ControlledEntity || entity == entityToClick,
insideBlockerValid: true);
}
InteractionOutlineComponent outline;
@@ -72,6 +78,7 @@ namespace Content.Client.State
{
outline.UpdateInRange(inRange);
}
return;
}
@@ -103,17 +110,18 @@ namespace Content.Client.State
public IList<IEntity> GetEntitiesUnderPosition(MapCoordinates coordinates)
{
// Find all the entities intersecting our click
var entities = _entityManager.GetEntitiesIntersecting(coordinates.MapId, coordinates.Position);
var entities = _entityManager.GetEntitiesIntersecting(coordinates.MapId,
Box2.CenteredAround(coordinates.Position, (1, 1)));
// Check the entities against whether or not we can click them
var foundEntities = new List<(IEntity clicked, int drawDepth)>();
var foundEntities = new List<(IEntity clicked, int drawDepth, uint renderOrder)>();
foreach (var entity in entities)
{
if (entity.TryGetComponent<IClientClickableComponent>(out var component)
if (entity.TryGetComponent<ClickableComponent>(out var component)
&& entity.Transform.IsMapTransform
&& component.CheckClick(coordinates.Position, out var drawDepthClicked))
&& component.CheckClick(coordinates.Position, out var drawDepthClicked, out var renderOrder))
{
foundEntities.Add((entity, drawDepthClicked));
foundEntities.Add((entity, drawDepthClicked, renderOrder));
}
}
@@ -126,9 +134,10 @@ namespace Content.Client.State
return foundEntities.Select(a => a.clicked).ToList();
}
internal class ClickableEntityComparer : IComparer<(IEntity clicked, int depth)>
internal class ClickableEntityComparer : IComparer<(IEntity clicked, int depth, uint renderOrder)>
{
public int Compare((IEntity clicked, int depth) x, (IEntity clicked, int depth) y)
public int Compare((IEntity clicked, int depth, uint renderOrder) x,
(IEntity clicked, int depth, uint renderOrder) y)
{
var val = x.depth.CompareTo(y.depth);
if (val != 0)
@@ -136,9 +145,24 @@ namespace Content.Client.State
return val;
}
// Turning this off it can make picking stuff out of lockers and such up a bit annoying.
/*
val = x.renderOrder.CompareTo(y.renderOrder);
if (val != 0)
{
return val;
}
*/
var transx = x.clicked.Transform;
var transy = y.clicked.Transform;
return transx.GridPosition.Y.CompareTo(transy.GridPosition.Y);
val = transx.GridPosition.Y.CompareTo(transy.GridPosition.Y);
if (val != 0)
{
return val;
}
return x.clicked.Uid.CompareTo(y.clicked.Uid);
}
}