Better click attack effect
This commit is contained in:
@@ -21,8 +21,7 @@ namespace Content.Client.GameObjects.EntitySystems
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public override void Initialize()
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{
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SubscribeNetworkEvent<PlayMeleeWeaponArcAnimationMessage>(PlayWeaponArc);
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SubscribeNetworkEvent<PlayMeleeWeaponAnimationMessage>(PlayWeapon);
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SubscribeNetworkEvent<PlayMeleeWeaponAnimationMessage>(PlayWeaponArc);
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}
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public override void FrameUpdate(float frameTime)
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@@ -35,7 +34,7 @@ namespace Content.Client.GameObjects.EntitySystems
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}
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}
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private void PlayWeaponArc(PlayMeleeWeaponArcAnimationMessage msg)
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private void PlayWeaponArc(PlayMeleeWeaponAnimationMessage msg)
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{
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if (!_prototypeManager.TryIndex(msg.ArcPrototype, out MeleeWeaponAnimationPrototype weaponArc))
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{
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@@ -81,32 +80,5 @@ namespace Content.Client.GameObjects.EntitySystems
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});
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}
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}
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private void PlayWeapon(PlayMeleeWeaponAnimationMessage msg)
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{
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var attacker = EntityManager.GetEntity(msg.Attacker);
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var lunge = attacker.EnsureComponent<MeleeLungeComponent>();
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lunge.SetData(msg.Angle);
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if (!EntityManager.TryGetEntity(msg.Hit, out var hitEntity)
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|| !hitEntity.TryGetComponent(out ISpriteComponent sprite))
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{
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return;
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}
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var originalColor = sprite.Color;
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var newColor = Color.Red * originalColor;
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sprite.Color = newColor;
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Timer.Spawn(100, () =>
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{
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// Only reset back to the original color if something else didn't change the color in the mean time.
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if (sprite.Color == newColor)
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{
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sprite.Color = originalColor;
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}
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});
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}
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}
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}
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@@ -36,6 +36,9 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
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public float ArcCooldownTime { get; private set; } = 1f;
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public float CooldownTime { get; private set; } = 0.5f;
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[ViewVariables(VVAccess.ReadWrite)]
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public string ClickArc { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public string Arc { get; set; }
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@@ -59,6 +62,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
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serializer.DataField(this, x => x.Range, "range", 1);
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serializer.DataField(this, x => x.ArcWidth, "arcwidth", 90);
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serializer.DataField(this, x => x.Arc, "arc", "default");
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serializer.DataField(this, x => x.ClickArc, "clickArc", "punch");
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serializer.DataField(this, x => x._hitSound, "hitSound", "/Audio/Weapons/genhit1.ogg");
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serializer.DataField(this, x => x._missSound, "hitSound", "/Audio/Weapons/punchmiss.ogg");
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serializer.DataField(this, x => x.ArcCooldownTime, "arcCooldownTime", 1f);
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@@ -159,11 +163,16 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
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damageComponent.ChangeDamage(DamageType, Damage, false, Owner);
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}
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if (!OnHitEntities(new[] {target}, eventArgs))
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var targets = new[] {target};
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if (!OnHitEntities(targets, eventArgs))
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return true;
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if (ClickArc != null)
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{
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var sys = _entitySystemManager.GetEntitySystem<MeleeWeaponSystem>();
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sys.SendAnimation(angle, eventArgs.User, target);
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sys.SendAnimation(ClickArc, angle, eventArgs.User, targets);
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}
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_lastAttackTime = curTime;
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_cooldownEnd = _lastAttackTime + TimeSpan.FromSeconds(CooldownTime);
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@@ -11,13 +11,8 @@ namespace Content.Server.GameObjects.EntitySystems
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{
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public void SendAnimation(string arc, Angle angle, IEntity attacker, IEnumerable<IEntity> hits)
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{
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RaiseNetworkEvent(new MeleeWeaponSystemMessages.PlayMeleeWeaponArcAnimationMessage(arc, angle, attacker.Uid,
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RaiseNetworkEvent(new MeleeWeaponSystemMessages.PlayMeleeWeaponAnimationMessage(arc, angle, attacker.Uid,
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hits.Select(e => e.Uid).ToList()));
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}
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public void SendAnimation(Angle angle, IEntity attacker, IEntity hit)
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{
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RaiseNetworkEvent(new MeleeWeaponSystemMessages.PlayMeleeWeaponAnimationMessage(angle, attacker.Uid, hit.Uid));
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}
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}
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}
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@@ -9,9 +9,9 @@ namespace Content.Shared.GameObjects.EntitySystemMessages
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public static class MeleeWeaponSystemMessages
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{
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[Serializable, NetSerializable]
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public sealed class PlayMeleeWeaponArcAnimationMessage : EntitySystemMessage
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public sealed class PlayMeleeWeaponAnimationMessage : EntitySystemMessage
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{
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public PlayMeleeWeaponArcAnimationMessage(string arcPrototype, Angle angle, EntityUid attacker, List<EntityUid> hits)
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public PlayMeleeWeaponAnimationMessage(string arcPrototype, Angle angle, EntityUid attacker, List<EntityUid> hits)
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{
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ArcPrototype = arcPrototype;
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Angle = angle;
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@@ -24,19 +24,5 @@ namespace Content.Shared.GameObjects.EntitySystemMessages
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public EntityUid Attacker { get; }
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public List<EntityUid> Hits { get; }
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}
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[Serializable, NetSerializable]
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public sealed class PlayMeleeWeaponAnimationMessage : EntitySystemMessage
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{
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public PlayMeleeWeaponAnimationMessage(Angle angle, EntityUid attacker, EntityUid hit)
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{
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Attacker = attacker;
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Hit = hit;
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}
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public Angle Angle { get; }
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public EntityUid Attacker { get; }
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public EntityUid Hit { get; }
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}
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}
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}
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