Add conditional camera offset based on cursor - Hristov Rework, Part 1 (#31626)
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91
Content.Client/Movement/Systems/EyeCursorOffsetSystem.cs
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91
Content.Client/Movement/Systems/EyeCursorOffsetSystem.cs
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using System.Numerics;
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using Content.Client.Movement.Components;
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using Content.Shared.Camera;
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using Content.Shared.Inventory;
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using Content.Shared.Movement.Systems;
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Shared.Map;
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using Robust.Client.Player;
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namespace Content.Client.Movement.Systems;
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public partial class EyeCursorOffsetSystem : EntitySystem
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{
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly SharedContentEyeSystem _contentEye = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IClyde _clyde = default!;
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// This value is here to make sure the user doesn't have to move their mouse
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// all the way out to the edge of the screen to get the full offset.
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static private float _edgeOffset = 0.9f;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EyeCursorOffsetComponent, GetEyeOffsetEvent>(OnGetEyeOffsetEvent);
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}
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private void OnGetEyeOffsetEvent(EntityUid uid, EyeCursorOffsetComponent component, ref GetEyeOffsetEvent args)
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{
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var offset = OffsetAfterMouse(uid, component);
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if (offset == null)
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return;
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args.Offset += offset.Value;
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}
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public Vector2? OffsetAfterMouse(EntityUid uid, EyeCursorOffsetComponent? component)
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{
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var localPlayer = _player.LocalPlayer?.ControlledEntity;
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var mousePos = _inputManager.MouseScreenPosition;
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var screenSize = _clyde.MainWindow.Size;
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var minValue = MathF.Min(screenSize.X / 2, screenSize.Y / 2) * _edgeOffset;
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var mouseNormalizedPos = new Vector2(-(mousePos.X - screenSize.X / 2) / minValue, (mousePos.Y - screenSize.Y / 2) / minValue); // X needs to be inverted here for some reason, otherwise it ends up flipped.
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if (localPlayer == null)
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return null;
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var playerPos = _transform.GetWorldPosition(localPlayer.Value);
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if (component == null)
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{
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component = EnsureComp<EyeCursorOffsetComponent>(uid);
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}
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// Doesn't move the offset if the mouse has left the game window!
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if (mousePos.Window != WindowId.Invalid)
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{
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// The offset must account for the in-world rotation.
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var eyeRotation = _eyeManager.CurrentEye.Rotation;
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var mouseActualRelativePos = Vector2.Transform(mouseNormalizedPos, System.Numerics.Quaternion.CreateFromAxisAngle(-System.Numerics.Vector3.UnitZ, (float)(eyeRotation.Opposite().Theta))); // I don't know, it just works.
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// Caps the offset into a circle around the player.
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mouseActualRelativePos *= component.MaxOffset;
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if (mouseActualRelativePos.Length() > component.MaxOffset)
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{
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mouseActualRelativePos = mouseActualRelativePos.Normalized() * component.MaxOffset;
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}
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component.TargetPosition = mouseActualRelativePos;
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//Makes the view not jump immediately when moving the cursor fast.
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if (component.CurrentPosition != component.TargetPosition)
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{
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Vector2 vectorOffset = component.TargetPosition - component.CurrentPosition;
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if (vectorOffset.Length() > component.OffsetSpeed)
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{
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vectorOffset = vectorOffset.Normalized() * component.OffsetSpeed;
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}
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component.CurrentPosition += vectorOffset;
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}
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}
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return component.CurrentPosition;
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}
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}
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