OverlayManager refactor and Flash (#1218)

* Flash component, overlay and shader
Add BeginDraw method to Overlay.cs

* Add flash icons, sounds

* Progress

* Multiple overlays without enums

* This is probably the worst way to do this IDK

* Remove nullable reference type

* Add AttackEventArgs as parameter to OnHitEntities
MeleeWeaponComponent.Attack now continues when OnHitEntities returns true (it hit something)
Add OverlayType enum so client and server can agree on overlay ids
Move IConfigurable to its own file
Add AoE flash with shorter duration
Flashing someone slows them down

* Add arc to flash
Set item size to something reasonable
Remove chat log message when flash burns out

* Remove unused interface
This commit is contained in:
R. Neuser
2020-07-06 16:37:39 -05:00
committed by GitHub
parent b35333d366
commit 88f49961d8
24 changed files with 647 additions and 85 deletions

View File

@@ -1,18 +1,21 @@
using System.Collections.Generic;
using Content.Client.Graphics.Overlays;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.Interfaces;
using Robust.Client.GameObjects;
using Robust.Client.Graphics.Overlays;
using Robust.Client.Interfaces.Graphics.Overlays;
using Robust.Client.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.Interfaces.Reflection;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Players;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Client.GameObjects
namespace Content.Client.GameObjects.Components.Mobs
{
/// <summary>
/// A character UI component which shows the current damage state of the mob (living/dead)
@@ -21,48 +24,33 @@ namespace Content.Client.GameObjects
[ComponentReference(typeof(SharedOverlayEffectsComponent))]
public sealed class ClientOverlayEffectsComponent : SharedOverlayEffectsComponent//, ICharacterUI
{
/// <summary>
/// An enum representing the current state being applied to the user
/// </summary>
private ScreenEffects _currentEffect = ScreenEffects.None;
private readonly List<OverlayContainer> _currentEffects = new List<OverlayContainer>();
[ViewVariables(VVAccess.ReadOnly)]
public List<OverlayContainer> ActiveOverlays
{
get => _currentEffects;
set => SetEffects(value);
}
#pragma warning disable 649
// Required dependencies
[Dependency] private readonly IOverlayManager _overlayManager;
[Dependency] private readonly IPlayerManager _playerManager;
[Dependency] private readonly IReflectionManager _reflectionManager;
#pragma warning restore 649
/// <summary>
/// Holds the screen effects that can be applied mapped ot their relevant overlay
/// </summary>
private Dictionary<ScreenEffects, Overlay> _effectsDictionary;
/// <summary>
/// Allows calculating if we need to act due to this component being controlled by the current mob
/// </summary>
private bool CurrentlyControlled => _playerManager.LocalPlayer.ControlledEntity == Owner;
public override void OnAdd()
{
base.OnAdd();
_effectsDictionary = new Dictionary<ScreenEffects, Overlay>()
{
{ ScreenEffects.CircleMask, new CircleMaskOverlay() },
{ ScreenEffects.GradientCircleMask, new GradientCircleMask() }
};
}
public override void HandleMessage(ComponentMessage message, IComponent component)
{
switch (message)
{
case PlayerAttachedMsg _:
SetOverlay(_currentEffect);
SetEffects(ActiveOverlays);
break;
case PlayerDetachedMsg _:
RemoveOverlay();
ActiveOverlays = new List<OverlayContainer>();
break;
}
}
@@ -70,42 +58,77 @@ namespace Content.Client.GameObjects
public override void HandleComponentState(ComponentState curState, ComponentState nextState)
{
base.HandleComponentState(curState, nextState);
if (!(curState is OverlayEffectComponentState state) || _currentEffect == state.ScreenEffect) return;
SetOverlay(state.ScreenEffect);
}
private void SetOverlay(ScreenEffects effect)
{
RemoveOverlay();
_currentEffect = effect;
ApplyOverlay();
}
private void RemoveOverlay()
{
if (CurrentlyControlled && _currentEffect != ScreenEffects.None)
if (!(curState is OverlayEffectComponentState state) || ActiveOverlays.Equals(state.Overlays))
{
var appliedEffect = _effectsDictionary[_currentEffect];
_overlayManager.RemoveOverlay(appliedEffect.ID);
return;
}
_currentEffect = ScreenEffects.None;
ActiveOverlays = state.Overlays;
}
private void ApplyOverlay()
private void SetEffects(List<OverlayContainer> newOverlays)
{
if (CurrentlyControlled && _currentEffect != ScreenEffects.None)
foreach (var container in ActiveOverlays.ShallowClone())
{
var overlay = _effectsDictionary[_currentEffect];
if (_overlayManager.HasOverlay(overlay.ID))
if (!newOverlays.Contains(container))
{
return;
RemoveOverlay(container);
}
_overlayManager.AddOverlay(overlay);
Logger.InfoS("overlay", $"Changed overlay to {overlay}");
}
foreach (var container in newOverlays)
{
if (!ActiveOverlays.Contains(container))
{
AddOverlay(container);
}
}
}
private void RemoveOverlay(OverlayContainer container)
{
ActiveOverlays.Remove(container);
_overlayManager.RemoveOverlay(container.ID);
}
private void AddOverlay(OverlayContainer container)
{
ActiveOverlays.Add(container);
if (TryCreateOverlay(container, out var overlay))
{
_overlayManager.AddOverlay(overlay);
}
else
{
Logger.ErrorS("overlay", $"Could not add overlay {container.ID}");
}
}
private bool TryCreateOverlay(OverlayContainer container, out Overlay overlay)
{
var overlayTypes = _reflectionManager.GetAllChildren<Overlay>();
var foundType = overlayTypes.FirstOrDefault(t => t.Name == container.ID);
if (foundType != null)
{
overlay = Activator.CreateInstance(foundType) as Overlay;
var configurable = foundType
.GetInterfaces()
.FirstOrDefault(type =>
type.IsGenericType && type.GetGenericTypeDefinition() == typeof(IConfigurable<>)
&& type.GenericTypeArguments.First() == container.GetType());
if (configurable != null)
{
var method = overlay?.GetType().GetMethod("Configure");
method?.Invoke(overlay, new []{ container });
}
return true;
}
overlay = default;
return false;
}
}
}