Pinpointer (#5131)
* Add pinpointer sprites * Start working on pinpointer * Updated pinpointer * Working on visuals * Working on a pinpointer and eye rotation * Add client/server pinpointers systems * Minor cleanup * Add distance support * Add nuke tag * Remove redundant flag and add pinpointer to caps locker * Disable rotation of pinpointer * Fixed distance Co-authored-by: Alexander Evgrashin <evgrashin.adl@gmail.com>
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88
Content.Client/Pinpointer/ClientPinpointerSystem.cs
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88
Content.Client/Pinpointer/ClientPinpointerSystem.cs
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using Content.Shared.Pinpointer;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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namespace Content.Client.Pinpointer
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{
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public sealed class ClientPinpointerSystem : SharedPinpointerSystem
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{
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PinpointerComponent, ComponentHandleState>(HandleCompState);
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}
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public override void FrameUpdate(float frameTime)
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{
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base.FrameUpdate(frameTime);
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// we want to show pinpointers arrow direction relative
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// to players eye rotation (like it was in SS13)
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// because eye can change it rotation anytime
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// we need to update this arrow in a update loop
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foreach (var uid in ActivePinpointers)
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{
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UpdateEyeDir(uid);
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}
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}
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private void HandleCompState(EntityUid uid, PinpointerComponent pinpointer, ref ComponentHandleState args)
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{
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if (args.Current is not PinpointerComponentState state) return;
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SetActive(uid, state.IsActive, pinpointer);
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SetDirection(uid, state.DirectionToTarget, pinpointer);
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SetDistance(uid, state.DistanceToTarget, pinpointer);
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UpdateAppearance(uid, pinpointer);
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UpdateEyeDir(uid, pinpointer);
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}
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private void UpdateAppearance(EntityUid uid, PinpointerComponent? pinpointer = null,
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AppearanceComponent? appearance = null)
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{
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if (!Resolve(uid, ref pinpointer, ref appearance))
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return;
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appearance.SetData(PinpointerVisuals.IsActive, pinpointer.IsActive);
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appearance.SetData(PinpointerVisuals.TargetDistance, pinpointer.DistanceToTarget);
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}
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private void UpdateDirAppearance(EntityUid uid, Direction dir,PinpointerComponent? pinpointer = null,
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AppearanceComponent? appearance = null)
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{
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if (!Resolve(uid, ref pinpointer, ref appearance))
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return;
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appearance.SetData(PinpointerVisuals.TargetDirection, dir);
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}
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/// <summary>
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/// Transform pinpointer arrow from world space to eye space
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/// And send it to the appearance component
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/// </summary>
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private void UpdateEyeDir(EntityUid uid, PinpointerComponent? pinpointer = null)
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{
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if (!Resolve(uid, ref pinpointer))
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return;
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var worldDir = pinpointer.DirectionToTarget;
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if (worldDir == Direction.Invalid)
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{
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UpdateDirAppearance(uid, Direction.Invalid, pinpointer);
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return;
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}
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var eye = _eyeManager.CurrentEye;
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var angle = worldDir.ToAngle() + eye.Rotation;
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var eyeDir = angle.GetDir();
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UpdateDirAppearance(uid, eyeDir, pinpointer);
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}
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}
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}
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