New indicators for combat mode (#15427)

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
Artjom
2023-05-06 08:06:42 +03:00
committed by GitHub
parent aac7aa2792
commit a2bf2207a2
11 changed files with 301 additions and 165 deletions

View File

@@ -1,77 +1,102 @@
using Content.Client.Hands.Systems;
using Content.Shared.CombatMode;
using Content.Shared.Targeting;
using JetBrains.Annotations;
using Content.Shared.CCVar;
using Robust.Client.Player;
using Robust.Client.Input;
using Robust.Client.Graphics;
using Robust.Shared.GameStates;
using Robust.Shared.Input.Binding;
using Robust.Shared.Configuration;
namespace Content.Client.CombatMode
namespace Content.Client.CombatMode;
public sealed class CombatModeSystem : SharedCombatModeSystem
{
[UsedImplicitly]
public sealed class CombatModeSystem : SharedCombatModeSystem
[Dependency] private readonly IOverlayManager _overlayManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IEyeManager _eye = default!;
public event Action? LocalPlayerCombatModeUpdated;
public override void Initialize()
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
base.Initialize();
public event Action? LocalPlayerCombatModeUpdated;
SubscribeLocalEvent<CombatModeComponent, ComponentHandleState>(OnHandleState);
public override void Initialize()
_cfg.OnValueChanged(CCVars.CombatModeIndicatorsPointShow, OnShowCombatIndicatorsChanged, true);
}
private void OnHandleState(EntityUid uid, CombatModeComponent component, ref ComponentHandleState args)
{
if (args.Current is not CombatModeComponentState state)
return;
component.IsInCombatMode = state.IsInCombatMode;
component.ActiveZone = state.TargetingZone;
UpdateHud(uid);
}
public override void Shutdown()
{
_cfg.OnValueChanged(CCVars.CombatModeIndicatorsPointShow, OnShowCombatIndicatorsChanged);
_overlayManager.RemoveOverlay<CombatModeIndicatorsOverlay>();
base.Shutdown();
}
private void OnTargetingZoneChanged(TargetingZone obj)
{
EntityManager.RaisePredictiveEvent(new CombatModeSystemMessages.SetTargetZoneMessage(obj));
}
public bool IsInCombatMode()
{
var entity = _playerManager.LocalPlayer?.ControlledEntity;
if (entity == null)
return false;
return IsInCombatMode(entity.Value);
}
public override void SetInCombatMode(EntityUid entity, bool inCombatMode, CombatModeComponent? component = null)
{
base.SetInCombatMode(entity, inCombatMode, component);
UpdateHud(entity);
}
public override void SetActiveZone(EntityUid entity, TargetingZone zone, CombatModeComponent? component = null)
{
base.SetActiveZone(entity, zone, component);
UpdateHud(entity);
}
private void UpdateHud(EntityUid entity)
{
if (entity != _playerManager.LocalPlayer?.ControlledEntity)
{
base.Initialize();
SubscribeLocalEvent<CombatModeComponent, ComponentHandleState>(OnHandleState);
return;
}
private void OnHandleState(EntityUid uid, CombatModeComponent component, ref ComponentHandleState args)
{
if (args.Current is not CombatModeComponentState state)
return;
LocalPlayerCombatModeUpdated?.Invoke();
}
component.IsInCombatMode = state.IsInCombatMode;
component.ActiveZone = state.TargetingZone;
UpdateHud(uid);
private void OnShowCombatIndicatorsChanged(bool isShow)
{
if (isShow)
{
_overlayManager.AddOverlay(new CombatModeIndicatorsOverlay(
_inputManager,
EntityManager,
_eye,
this,
EntityManager.System<HandsSystem>()));
}
public override void Shutdown()
else
{
CommandBinds.Unregister<CombatModeSystem>();
base.Shutdown();
}
private void OnTargetingZoneChanged(TargetingZone obj)
{
EntityManager.RaisePredictiveEvent(new CombatModeSystemMessages.SetTargetZoneMessage(obj));
}
public bool IsInCombatMode()
{
var entity = _playerManager.LocalPlayer?.ControlledEntity;
if (entity == null)
return false;
return IsInCombatMode(entity.Value);
}
public override void SetInCombatMode(EntityUid entity, bool inCombatMode, CombatModeComponent? component = null)
{
base.SetInCombatMode(entity, inCombatMode, component);
UpdateHud(entity);
}
public override void SetActiveZone(EntityUid entity, TargetingZone zone, CombatModeComponent? component = null)
{
base.SetActiveZone(entity, zone, component);
UpdateHud(entity);
}
private void UpdateHud(EntityUid entity)
{
if (entity != _playerManager.LocalPlayer?.ControlledEntity)
{
return;
}
LocalPlayerCombatModeUpdated?.Invoke();
_overlayManager.RemoveOverlay<CombatModeIndicatorsOverlay>();
}
}
}