Fix damage flipflops (#13666)

This commit is contained in:
metalgearsloth
2023-01-24 07:50:35 +11:00
committed by GitHub
parent 86088c535c
commit b4e43b2668
3 changed files with 26 additions and 7 deletions

View File

@@ -7,6 +7,18 @@ namespace Content.Client.Rotation;
public sealed class RotationVisualizerSystem : VisualizerSystem<RotationVisualsComponent>
{
public void SetHorizontalAngle(EntityUid uid, Angle angle, RotationVisualsComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
if (component.HorizontalRotation.Equals(angle))
return;
component.HorizontalRotation = angle;
Dirty(component);
}
protected override void OnAppearanceChange(EntityUid uid, RotationVisualsComponent component, ref AppearanceChangeEvent args)
{
base.OnAppearanceChange(uid, component, ref args);
@@ -20,10 +32,10 @@ public sealed class RotationVisualizerSystem : VisualizerSystem<RotationVisualsC
switch (state)
{
case RotationState.Vertical:
AnimateSpriteRotation(args.Sprite, component.VerticalRotation, component.AnimationTime);
AnimateSpriteRotation(uid, args.Sprite, component.VerticalRotation, component.AnimationTime);
break;
case RotationState.Horizontal:
AnimateSpriteRotation(args.Sprite, component.HorizontalRotation, component.AnimationTime);
AnimateSpriteRotation(uid, args.Sprite, component.HorizontalRotation, component.AnimationTime);
break;
}
}
@@ -31,14 +43,14 @@ public sealed class RotationVisualizerSystem : VisualizerSystem<RotationVisualsC
/// <summary>
/// Rotates a sprite between two animated keyframes given a certain time.
/// </summary>
public void AnimateSpriteRotation(SpriteComponent spriteComp, Angle rotation, float animationTime)
public void AnimateSpriteRotation(EntityUid uid, SpriteComponent spriteComp, Angle rotation, float animationTime)
{
if (spriteComp.Rotation.Equals(rotation))
{
return;
}
var animationComp = EnsureComp<AnimationPlayerComponent>(spriteComp.Owner);
var animationComp = EnsureComp<AnimationPlayerComponent>(uid);
const string animationKey = "rotate";
// Stop the current rotate animation and then start a new one
if (AnimationSystem.HasRunningAnimation(animationComp, animationKey))