Cleans up StatusIconSystem and fixing some bugs (#28270)
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@@ -1,14 +1,17 @@
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using System.Numerics;
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using Content.Client.StatusIcon;
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using Content.Client.UserInterface.Systems;
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.StatusIcon;
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using Content.Shared.StatusIcon.Components;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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using static Robust.Shared.Maths.Color;
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namespace Content.Client.Overlays;
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@@ -19,19 +22,27 @@ namespace Content.Client.Overlays;
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public sealed class EntityHealthBarOverlay : Overlay
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{
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private readonly IEntityManager _entManager;
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private readonly IPrototypeManager _prototype;
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private readonly SharedTransformSystem _transform;
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private readonly MobStateSystem _mobStateSystem;
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private readonly MobThresholdSystem _mobThresholdSystem;
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private readonly StatusIconSystem _statusIconSystem;
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private readonly ProgressColorSystem _progressColor;
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public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
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public HashSet<string> DamageContainers = new();
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public ProtoId<StatusIconPrototype> StatusIcon;
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public EntityHealthBarOverlay(IEntityManager entManager)
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public EntityHealthBarOverlay(IEntityManager entManager, IPrototypeManager prototype)
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{
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_entManager = entManager;
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_prototype = prototype;
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_transform = _entManager.System<SharedTransformSystem>();
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_mobStateSystem = _entManager.System<MobStateSystem>();
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_mobThresholdSystem = _entManager.System<MobThresholdSystem>();
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_statusIconSystem = _entManager.System<StatusIconSystem>();
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_progressColor = _entManager.System<ProgressColorSystem>();
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}
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@@ -44,6 +55,7 @@ public sealed class EntityHealthBarOverlay : Overlay
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const float scale = 1f;
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var scaleMatrix = Matrix3Helpers.CreateScale(new Vector2(scale, scale));
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var rotationMatrix = Matrix3Helpers.CreateRotation(-rotation);
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_prototype.TryIndex(StatusIcon, out var statusIcon);
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var query = _entManager.AllEntityQueryEnumerator<MobThresholdsComponent, MobStateComponent, DamageableComponent, SpriteComponent>();
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while (query.MoveNext(out var uid,
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@@ -52,31 +64,23 @@ public sealed class EntityHealthBarOverlay : Overlay
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out var damageableComponent,
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out var spriteComponent))
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{
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if (_entManager.TryGetComponent<MetaDataComponent>(uid, out var metaDataComponent) &&
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metaDataComponent.Flags.HasFlag(MetaDataFlags.InContainer))
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{
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if (statusIcon != null && !_statusIconSystem.IsVisible((uid, _entManager.GetComponent<MetaDataComponent>(uid)), statusIcon))
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continue;
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}
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// We want the stealth user to still be able to see his health bar himself
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if (!xformQuery.TryGetComponent(uid, out var xform) ||
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xform.MapID != args.MapId)
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{
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continue;
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}
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if (damageableComponent.DamageContainerID == null || !DamageContainers.Contains(damageableComponent.DamageContainerID))
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{
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continue;
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}
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// we use the status icon component bounds if specified otherwise use sprite
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var bounds = _entManager.GetComponentOrNull<StatusIconComponent>(uid)?.Bounds ?? spriteComponent.Bounds;
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var worldPos = _transform.GetWorldPosition(xform, xformQuery);
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if (!bounds.Translated(worldPos).Intersects(args.WorldAABB))
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{
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continue;
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}
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// we are all progressing towards death every day
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if (CalcProgress(uid, mobStateComponent, damageableComponent, mobThresholdsComponent) is not { } deathProgress)
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