Fix effects (#27533)
* Fix effects - Fix muzzle flash rotations. - Fix effects so they update every frame. - Fix effects tanking client performance. * Fix merge artifact
This commit is contained in:
17
Content.Client/Animations/TrackUserComponent.cs
Normal file
17
Content.Client/Animations/TrackUserComponent.cs
Normal file
@@ -0,0 +1,17 @@
|
||||
using System.Numerics;
|
||||
|
||||
namespace Content.Client.Animations;
|
||||
|
||||
/// <summary>
|
||||
/// Entities with this component tracks the user's world position every frame.
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
public sealed partial class TrackUserComponent : Component
|
||||
{
|
||||
public EntityUid? User;
|
||||
|
||||
/// <summary>
|
||||
/// Offset in the direction of the entity's rotation.
|
||||
/// </summary>
|
||||
public Vector2 Offset = Vector2.Zero;
|
||||
}
|
||||
@@ -1,4 +1,5 @@
|
||||
using System.Numerics;
|
||||
using Content.Client.Animations;
|
||||
using Content.Client.Weapons.Melee.Components;
|
||||
using Content.Shared.Weapons.Melee;
|
||||
using Robust.Client.Animations;
|
||||
@@ -59,17 +60,20 @@ public sealed partial class MeleeWeaponSystem
|
||||
var distance = Math.Clamp(localPos.Length() / 2f, 0.2f, 1f);
|
||||
|
||||
var xform = _xformQuery.GetComponent(animationUid);
|
||||
TrackUserComponent track;
|
||||
|
||||
switch (arcComponent.Animation)
|
||||
{
|
||||
case WeaponArcAnimation.Slash:
|
||||
arcComponent.User = user;
|
||||
track = EnsureComp<TrackUserComponent>(animationUid);
|
||||
track.User = user;
|
||||
_animation.Play(animationUid, GetSlashAnimation(sprite, angle, spriteRotation), SlashAnimationKey);
|
||||
if (arcComponent.Fadeout)
|
||||
_animation.Play(animationUid, GetFadeAnimation(sprite, 0.065f, 0.065f + 0.05f), FadeAnimationKey);
|
||||
break;
|
||||
case WeaponArcAnimation.Thrust:
|
||||
arcComponent.User = user;
|
||||
track = EnsureComp<TrackUserComponent>(animationUid);
|
||||
track.User = user;
|
||||
_animation.Play(animationUid, GetThrustAnimation(sprite, distance, spriteRotation), ThrustAnimationKey);
|
||||
if (arcComponent.Fadeout)
|
||||
_animation.Play(animationUid, GetFadeAnimation(sprite, 0.05f, 0.15f), FadeAnimationKey);
|
||||
@@ -206,15 +210,23 @@ public sealed partial class MeleeWeaponSystem
|
||||
/// <summary>
|
||||
/// Updates the effect positions to follow the user
|
||||
/// </summary>
|
||||
void UpdateEffects(float frameTime)
|
||||
private void UpdateEffects()
|
||||
{
|
||||
var arcQuery = EntityQueryEnumerator<TransformComponent, WeaponArcVisualsComponent>();
|
||||
while(arcQuery.MoveNext(out var uid, out var xform, out var arcComponent))
|
||||
var query = EntityQueryEnumerator<TrackUserComponent, TransformComponent>();
|
||||
while (query.MoveNext(out var arcComponent, out var xform))
|
||||
{
|
||||
if (arcComponent.User == null)
|
||||
continue;
|
||||
var userPos = TransformSystem.GetWorldPosition(arcComponent.User.Value);
|
||||
TransformSystem.SetWorldPosition(xform, userPos);
|
||||
|
||||
Vector2 targetPos = TransformSystem.GetWorldPosition(arcComponent.User.Value);
|
||||
|
||||
if (arcComponent.Offset != Vector2.Zero)
|
||||
{
|
||||
var entRotation = TransformSystem.GetWorldRotation(xform);
|
||||
targetPos += entRotation.RotateVec(arcComponent.Offset);
|
||||
}
|
||||
|
||||
TransformSystem.SetWorldPosition(xform, targetPos);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -43,10 +43,15 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
|
||||
UpdatesOutsidePrediction = true;
|
||||
}
|
||||
|
||||
public override void FrameUpdate(float frameTime)
|
||||
{
|
||||
base.FrameUpdate(frameTime);
|
||||
UpdateEffects();
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
UpdateEffects(frameTime);
|
||||
|
||||
if (!Timing.IsFirstTimePredicted)
|
||||
return;
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using System.Numerics;
|
||||
using Content.Client.Animations;
|
||||
using Content.Client.Items;
|
||||
using Content.Client.Weapons.Ranged.Components;
|
||||
using Content.Shared.Camera;
|
||||
@@ -15,6 +16,7 @@ using Robust.Client.Player;
|
||||
using Robust.Shared.Animations;
|
||||
using Robust.Shared.Input;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Map.Components;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Utility;
|
||||
using SharedGunSystem = Content.Shared.Weapons.Ranged.Systems.SharedGunSystem;
|
||||
@@ -24,13 +26,14 @@ namespace Content.Client.Weapons.Ranged.Systems;
|
||||
|
||||
public sealed partial class GunSystem : SharedGunSystem
|
||||
{
|
||||
[Dependency] private readonly IComponentFactory _factory = default!;
|
||||
[Dependency] private readonly IEyeManager _eyeManager = default!;
|
||||
[Dependency] private readonly IInputManager _inputManager = default!;
|
||||
[Dependency] private readonly IPlayerManager _player = default!;
|
||||
[Dependency] private readonly AnimationPlayerSystem _animPlayer = default!;
|
||||
[Dependency] private readonly InputSystem _inputSystem = default!;
|
||||
[Dependency] private readonly SharedCameraRecoilSystem _recoil = default!;
|
||||
[Dependency] private readonly IComponentFactory _factory = default!;
|
||||
[Dependency] private readonly SharedMapSystem _maps = default!;
|
||||
|
||||
[ValidatePrototypeId<EntityPrototype>]
|
||||
public const string HitscanProto = "HitscanEffect";
|
||||
@@ -123,7 +126,7 @@ public sealed partial class GunSystem : SharedGunSystem
|
||||
}
|
||||
};
|
||||
|
||||
_animPlayer.Play(ent, null, anim, "hitscan-effect");
|
||||
_animPlayer.Play(ent, anim, "hitscan-effect");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -189,6 +192,7 @@ public sealed partial class GunSystem : SharedGunSystem
|
||||
// to just delete the spawned entities. This is for programmer sanity despite the wasted perf.
|
||||
// This also means any ammo specific stuff can be grabbed as necessary.
|
||||
var direction = fromCoordinates.ToMapPos(EntityManager, TransformSystem) - toCoordinates.ToMapPos(EntityManager, TransformSystem);
|
||||
var worldAngle = direction.ToAngle().Opposite();
|
||||
|
||||
foreach (var (ent, shootable) in ammo)
|
||||
{
|
||||
@@ -208,7 +212,7 @@ public sealed partial class GunSystem : SharedGunSystem
|
||||
if (!cartridge.Spent)
|
||||
{
|
||||
SetCartridgeSpent(ent!.Value, cartridge, true);
|
||||
MuzzleFlash(gunUid, cartridge, user);
|
||||
MuzzleFlash(gunUid, cartridge, worldAngle, user);
|
||||
Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
|
||||
Recoil(user, direction, gun.CameraRecoilScalarModified);
|
||||
// TODO: Can't predict entity deletions.
|
||||
@@ -226,7 +230,7 @@ public sealed partial class GunSystem : SharedGunSystem
|
||||
|
||||
break;
|
||||
case AmmoComponent newAmmo:
|
||||
MuzzleFlash(gunUid, newAmmo, user);
|
||||
MuzzleFlash(gunUid, newAmmo, worldAngle, user);
|
||||
Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
|
||||
Recoil(user, direction, gun.CameraRecoilScalarModified);
|
||||
if (IsClientSide(ent!.Value))
|
||||
@@ -258,33 +262,41 @@ public sealed partial class GunSystem : SharedGunSystem
|
||||
PopupSystem.PopupEntity(message, uid.Value, user.Value);
|
||||
}
|
||||
|
||||
protected override void CreateEffect(EntityUid uid, MuzzleFlashEvent message, EntityUid? user = null)
|
||||
protected override void CreateEffect(EntityUid gunUid, MuzzleFlashEvent message, EntityUid? user = null)
|
||||
{
|
||||
if (!Timing.IsFirstTimePredicted)
|
||||
return;
|
||||
|
||||
var gunXform = Transform(gunUid);
|
||||
var gridUid = gunXform.GridUid;
|
||||
EntityCoordinates coordinates;
|
||||
|
||||
if (message.MatchRotation)
|
||||
coordinates = new EntityCoordinates(uid, Vector2.Zero);
|
||||
else if (TryComp<TransformComponent>(uid, out var xform))
|
||||
coordinates = xform.Coordinates;
|
||||
if (TryComp(gridUid, out MapGridComponent? mapGrid))
|
||||
{
|
||||
coordinates = new EntityCoordinates(gridUid.Value, _maps.LocalToGrid(gridUid.Value, mapGrid, gunXform.Coordinates));
|
||||
}
|
||||
else if (gunXform.MapUid != null)
|
||||
{
|
||||
coordinates = new EntityCoordinates(gunXform.MapUid.Value, TransformSystem.GetWorldPosition(gunXform));
|
||||
}
|
||||
else
|
||||
{
|
||||
return;
|
||||
|
||||
if (!coordinates.IsValid(EntityManager))
|
||||
return;
|
||||
}
|
||||
|
||||
var ent = Spawn(message.Prototype, coordinates);
|
||||
TransformSystem.SetWorldRotationNoLerp(ent, message.Angle);
|
||||
|
||||
var effectXform = Transform(ent);
|
||||
TransformSystem.SetLocalPositionRotation(effectXform,
|
||||
effectXform.LocalPosition + new Vector2(0f, -0.5f),
|
||||
effectXform.LocalRotation - MathF.PI / 2);
|
||||
if (user != null)
|
||||
{
|
||||
var track = EnsureComp<TrackUserComponent>(ent);
|
||||
track.User = user;
|
||||
track.Offset = Vector2.UnitX / 2f;
|
||||
}
|
||||
|
||||
var lifetime = 0.4f;
|
||||
|
||||
if (TryComp<TimedDespawnComponent>(uid, out var despawn))
|
||||
if (TryComp<TimedDespawnComponent>(gunUid, out var despawn))
|
||||
{
|
||||
lifetime = despawn.Lifetime;
|
||||
}
|
||||
@@ -309,18 +321,17 @@ public sealed partial class GunSystem : SharedGunSystem
|
||||
};
|
||||
|
||||
_animPlayer.Play(ent, anim, "muzzle-flash");
|
||||
if (!TryComp(uid, out PointLightComponent? light))
|
||||
if (!TryComp(gunUid, out PointLightComponent? light))
|
||||
{
|
||||
light = (PointLightComponent) _factory.GetComponent(typeof(PointLightComponent));
|
||||
light.Owner = uid;
|
||||
light.NetSyncEnabled = false;
|
||||
AddComp(uid, light);
|
||||
AddComp(gunUid, light);
|
||||
}
|
||||
|
||||
Lights.SetEnabled(uid, true, light);
|
||||
Lights.SetRadius(uid, 2f, light);
|
||||
Lights.SetColor(uid, Color.FromHex("#cc8e2b"), light);
|
||||
Lights.SetEnergy(uid, 5f, light);
|
||||
Lights.SetEnabled(gunUid, true, light);
|
||||
Lights.SetRadius(gunUid, 2f, light);
|
||||
Lights.SetColor(gunUid, Color.FromHex("#cc8e2b"), light);
|
||||
Lights.SetEnergy(gunUid, 5f, light);
|
||||
|
||||
var animTwo = new Animation()
|
||||
{
|
||||
@@ -352,9 +363,9 @@ public sealed partial class GunSystem : SharedGunSystem
|
||||
}
|
||||
};
|
||||
|
||||
var uidPlayer = EnsureComp<AnimationPlayerComponent>(uid);
|
||||
var uidPlayer = EnsureComp<AnimationPlayerComponent>(gunUid);
|
||||
|
||||
_animPlayer.Stop(uid, uidPlayer, "muzzle-flash-light");
|
||||
_animPlayer.Play(uid, uidPlayer, animTwo,"muzzle-flash-light");
|
||||
_animPlayer.Stop(gunUid, uidPlayer, "muzzle-flash-light");
|
||||
_animPlayer.Play((gunUid, uidPlayer), animTwo,"muzzle-flash-light");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -154,7 +154,7 @@ public sealed partial class GunSystem : SharedGunSystem
|
||||
});
|
||||
|
||||
SetCartridgeSpent(ent.Value, cartridge, true);
|
||||
MuzzleFlash(gunUid, cartridge, user);
|
||||
MuzzleFlash(gunUid, cartridge, mapDirection.ToAngle(), user);
|
||||
Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
|
||||
|
||||
if (cartridge.DeleteOnSpawn)
|
||||
@@ -175,7 +175,7 @@ public sealed partial class GunSystem : SharedGunSystem
|
||||
// Ammo shoots itself
|
||||
case AmmoComponent newAmmo:
|
||||
shotProjectiles.Add(ent!.Value);
|
||||
MuzzleFlash(gunUid, newAmmo, user);
|
||||
MuzzleFlash(gunUid, newAmmo, mapDirection.ToAngle(), user);
|
||||
Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
|
||||
ShootOrThrow(ent.Value, mapDirection, gunVelocity, gun, gunUid, user);
|
||||
break;
|
||||
@@ -326,9 +326,9 @@ public sealed partial class GunSystem : SharedGunSystem
|
||||
|
||||
protected override void Popup(string message, EntityUid? uid, EntityUid? user) { }
|
||||
|
||||
protected override void CreateEffect(EntityUid uid, MuzzleFlashEvent message, EntityUid? user = null)
|
||||
protected override void CreateEffect(EntityUid gunUid, MuzzleFlashEvent message, EntityUid? user = null)
|
||||
{
|
||||
var filter = Filter.Pvs(uid, entityManager: EntityManager);
|
||||
var filter = Filter.Pvs(gunUid, entityManager: EntityManager);
|
||||
|
||||
if (TryComp<ActorComponent>(user, out var actor))
|
||||
filter.RemovePlayer(actor.PlayerSession);
|
||||
|
||||
@@ -11,15 +11,12 @@ public sealed class MuzzleFlashEvent : EntityEventArgs
|
||||
public NetEntity Uid;
|
||||
public string Prototype;
|
||||
|
||||
/// <summary>
|
||||
/// Should the effect match the rotation of the entity.
|
||||
/// </summary>
|
||||
public bool MatchRotation;
|
||||
public Angle Angle;
|
||||
|
||||
public MuzzleFlashEvent(NetEntity uid, string prototype, bool matchRotation = false)
|
||||
public MuzzleFlashEvent(NetEntity uid, string prototype, Angle angle)
|
||||
{
|
||||
Uid = uid;
|
||||
Prototype = prototype;
|
||||
MatchRotation = matchRotation;
|
||||
Angle = angle;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -136,7 +136,6 @@ public abstract partial class SharedGunSystem : EntitySystem
|
||||
return;
|
||||
|
||||
gun.ShootCoordinates = GetCoordinates(msg.Coordinates);
|
||||
Log.Debug($"Set shoot coordinates to {gun.ShootCoordinates}");
|
||||
AttemptShoot(user.Value, ent, gun);
|
||||
}
|
||||
|
||||
@@ -195,7 +194,6 @@ public abstract partial class SharedGunSystem : EntitySystem
|
||||
if (gun.ShotCounter == 0)
|
||||
return;
|
||||
|
||||
Log.Debug($"Stopped shooting {ToPrettyString(uid)}");
|
||||
gun.ShotCounter = 0;
|
||||
gun.ShootCoordinates = null;
|
||||
Dirty(uid, gun);
|
||||
@@ -461,7 +459,7 @@ public abstract partial class SharedGunSystem : EntitySystem
|
||||
RemCompDeferred<AmmoComponent>(uid);
|
||||
}
|
||||
|
||||
protected void MuzzleFlash(EntityUid gun, AmmoComponent component, EntityUid? user = null)
|
||||
protected void MuzzleFlash(EntityUid gun, AmmoComponent component, Angle worldAngle, EntityUid? user = null)
|
||||
{
|
||||
var attemptEv = new GunMuzzleFlashAttemptEvent();
|
||||
RaiseLocalEvent(gun, ref attemptEv);
|
||||
@@ -473,7 +471,7 @@ public abstract partial class SharedGunSystem : EntitySystem
|
||||
if (sprite == null)
|
||||
return;
|
||||
|
||||
var ev = new MuzzleFlashEvent(GetNetEntity(gun), sprite, user == gun);
|
||||
var ev = new MuzzleFlashEvent(GetNetEntity(gun), sprite, worldAngle);
|
||||
CreateEffect(gun, ev, user);
|
||||
}
|
||||
|
||||
@@ -522,7 +520,7 @@ public abstract partial class SharedGunSystem : EntitySystem
|
||||
Dirty(gun);
|
||||
}
|
||||
|
||||
protected abstract void CreateEffect(EntityUid uid, MuzzleFlashEvent message, EntityUid? user = null);
|
||||
protected abstract void CreateEffect(EntityUid gunUid, MuzzleFlashEvent message, EntityUid? user = null);
|
||||
|
||||
/// <summary>
|
||||
/// Used for animated effects on the client.
|
||||
|
||||
Reference in New Issue
Block a user