Ghost orbit jitter fix (#34797)

* Only randomize orbit parameters once

* Revert "Only randomize orbit parameters once"

This reverts commit e828c51e66600bf11b66308169da1d1daf7501e3.

* Derive orbit properties from current time

* Derive orbit progress from current time

* Remove now-unused orbit animation

* Remove OrbitVisualsComponent.Orbit as it is no longer used

* Update AnimationPlayerSystem method calls to Entity<T> versions
This commit is contained in:
Tayrtahn
2025-02-01 20:38:02 -05:00
committed by GitHub
parent 4864d4770e
commit a238f71540
2 changed files with 7 additions and 53 deletions

View File

@@ -4,6 +4,7 @@ using Robust.Client.Animations;
using Robust.Client.GameObjects; using Robust.Client.GameObjects;
using Robust.Shared.Animations; using Robust.Shared.Animations;
using Robust.Shared.Random; using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Client.Orbit; namespace Content.Client.Orbit;
@@ -11,8 +12,8 @@ public sealed class OrbitVisualsSystem : EntitySystem
{ {
[Dependency] private readonly IRobustRandom _robustRandom = default!; [Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly AnimationPlayerSystem _animations = default!; [Dependency] private readonly AnimationPlayerSystem _animations = default!;
[Dependency] private readonly IGameTiming _timing = default!;
private readonly string _orbitAnimationKey = "orbiting";
private readonly string _orbitStopKey = "orbiting_stop"; private readonly string _orbitStopKey = "orbiting_stop";
public override void Initialize() public override void Initialize()
@@ -21,11 +22,11 @@ public sealed class OrbitVisualsSystem : EntitySystem
SubscribeLocalEvent<OrbitVisualsComponent, ComponentInit>(OnComponentInit); SubscribeLocalEvent<OrbitVisualsComponent, ComponentInit>(OnComponentInit);
SubscribeLocalEvent<OrbitVisualsComponent, ComponentRemove>(OnComponentRemove); SubscribeLocalEvent<OrbitVisualsComponent, ComponentRemove>(OnComponentRemove);
SubscribeLocalEvent<OrbitVisualsComponent, AnimationCompletedEvent>(OnAnimationCompleted);
} }
private void OnComponentInit(EntityUid uid, OrbitVisualsComponent component, ComponentInit args) private void OnComponentInit(EntityUid uid, OrbitVisualsComponent component, ComponentInit args)
{ {
_robustRandom.SetSeed((int)_timing.CurTime.TotalMilliseconds);
component.OrbitDistance = component.OrbitDistance =
_robustRandom.NextFloat(0.75f * component.OrbitDistance, 1.25f * component.OrbitDistance); _robustRandom.NextFloat(0.75f * component.OrbitDistance, 1.25f * component.OrbitDistance);
@@ -38,15 +39,10 @@ public sealed class OrbitVisualsSystem : EntitySystem
} }
var animationPlayer = EnsureComp<AnimationPlayerComponent>(uid); var animationPlayer = EnsureComp<AnimationPlayerComponent>(uid);
if (_animations.HasRunningAnimation(uid, animationPlayer, _orbitAnimationKey))
return;
if (_animations.HasRunningAnimation(uid, animationPlayer, _orbitStopKey)) if (_animations.HasRunningAnimation(uid, animationPlayer, _orbitStopKey))
{ {
_animations.Stop(uid, animationPlayer, _orbitStopKey); _animations.Stop((uid, animationPlayer), _orbitStopKey);
} }
_animations.Play(uid, animationPlayer, GetOrbitAnimation(component), _orbitAnimationKey);
} }
private void OnComponentRemove(EntityUid uid, OrbitVisualsComponent component, ComponentRemove args) private void OnComponentRemove(EntityUid uid, OrbitVisualsComponent component, ComponentRemove args)
@@ -57,14 +53,9 @@ public sealed class OrbitVisualsSystem : EntitySystem
sprite.EnableDirectionOverride = false; sprite.EnableDirectionOverride = false;
var animationPlayer = EnsureComp<AnimationPlayerComponent>(uid); var animationPlayer = EnsureComp<AnimationPlayerComponent>(uid);
if (_animations.HasRunningAnimation(uid, animationPlayer, _orbitAnimationKey))
{
_animations.Stop(uid, animationPlayer, _orbitAnimationKey);
}
if (!_animations.HasRunningAnimation(uid, animationPlayer, _orbitStopKey)) if (!_animations.HasRunningAnimation(uid, animationPlayer, _orbitStopKey))
{ {
_animations.Play(uid, animationPlayer, GetStopAnimation(component, sprite), _orbitStopKey); _animations.Play((uid, animationPlayer), GetStopAnimation(component, sprite), _orbitStopKey);
} }
} }
@@ -74,7 +65,8 @@ public sealed class OrbitVisualsSystem : EntitySystem
foreach (var (orbit, sprite) in EntityManager.EntityQuery<OrbitVisualsComponent, SpriteComponent>()) foreach (var (orbit, sprite) in EntityManager.EntityQuery<OrbitVisualsComponent, SpriteComponent>())
{ {
var angle = new Angle(Math.PI * 2 * orbit.Orbit); var progress = (float)(_timing.CurTime.TotalSeconds / orbit.OrbitLength) % 1;
var angle = new Angle(Math.PI * 2 * progress);
var vec = angle.RotateVec(new Vector2(orbit.OrbitDistance, 0)); var vec = angle.RotateVec(new Vector2(orbit.OrbitDistance, 0));
sprite.Rotation = angle; sprite.Rotation = angle;
@@ -82,38 +74,6 @@ public sealed class OrbitVisualsSystem : EntitySystem
} }
} }
private void OnAnimationCompleted(EntityUid uid, OrbitVisualsComponent component, AnimationCompletedEvent args)
{
if (args.Key == _orbitAnimationKey && TryComp(uid, out AnimationPlayerComponent? animationPlayer))
{
_animations.Play(uid, animationPlayer, GetOrbitAnimation(component), _orbitAnimationKey);
}
}
private Animation GetOrbitAnimation(OrbitVisualsComponent component)
{
var length = component.OrbitLength;
return new Animation()
{
Length = TimeSpan.FromSeconds(length),
AnimationTracks =
{
new AnimationTrackComponentProperty()
{
ComponentType = typeof(OrbitVisualsComponent),
Property = nameof(OrbitVisualsComponent.Orbit),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(0.0f, 0f),
new AnimationTrackProperty.KeyFrame(1.0f, length),
},
InterpolationMode = AnimationInterpolationMode.Linear
}
}
};
}
private Animation GetStopAnimation(OrbitVisualsComponent component, SpriteComponent sprite) private Animation GetStopAnimation(OrbitVisualsComponent component, SpriteComponent sprite)
{ {
var length = component.OrbitStopLength; var length = component.OrbitStopLength;

View File

@@ -21,10 +21,4 @@ public sealed partial class OrbitVisualsComponent : Component
/// How long should the orbit stop animation last in seconds? /// How long should the orbit stop animation last in seconds?
/// </summary> /// </summary>
public float OrbitStopLength = 1.0f; public float OrbitStopLength = 1.0f;
/// <summary>
/// How far along in the orbit, from 0 to 1, is this entity?
/// </summary>
[Animatable]
public float Orbit { get; set; } = 0.0f;
} }