Move and rename damage effect to color flash effect (#18263)

* move damage effect to different package

* rename to ColorFlashEffect

* renaming some other things
This commit is contained in:
Slava0135
2023-08-01 19:02:54 +03:00
committed by GitHub
parent 5978c7f5b2
commit d4c8065e8a
12 changed files with 158 additions and 154 deletions

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@@ -0,0 +1,107 @@
using Content.Shared.Effects;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.Animations;
namespace Content.Client.Effects;
public sealed class ColorFlashEffectSystem : EntitySystem
{
[Dependency] private readonly AnimationPlayerSystem _animation = default!;
/// <summary>
/// It's a little on the long side but given we use multiple colours denoting what happened it makes it easier to register.
/// </summary>
private const float AnimationLength = 0.30f;
private const string AnimationKey = "color-flash-effect";
public override void Initialize()
{
base.Initialize();
SubscribeAllEvent<ColorFlashEffectEvent>(OnColorFlashEffect);
SubscribeLocalEvent<ColorFlashEffectComponent, AnimationCompletedEvent>(OnEffectAnimationCompleted);
}
private void OnEffectAnimationCompleted(EntityUid uid, ColorFlashEffectComponent component, AnimationCompletedEvent args)
{
if (args.Key != AnimationKey)
return;
if (TryComp<SpriteComponent>(uid, out var sprite))
{
sprite.Color = component.Color;
}
RemCompDeferred<ColorFlashEffectComponent>(uid);
}
private Animation? GetDamageAnimation(EntityUid uid, Color color, SpriteComponent? sprite = null)
{
if (!Resolve(uid, ref sprite, false))
return null;
// 90% of them are going to be this so why allocate a new class.
return new Animation
{
Length = TimeSpan.FromSeconds(AnimationLength),
AnimationTracks =
{
new AnimationTrackComponentProperty
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Color),
InterpolationMode = AnimationInterpolationMode.Linear,
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(color, 0f),
new AnimationTrackProperty.KeyFrame(sprite.Color, AnimationLength)
}
}
}
};
}
private void OnColorFlashEffect(ColorFlashEffectEvent ev)
{
var color = ev.Color;
foreach (var ent in ev.Entities)
{
if (Deleted(ent))
{
continue;
}
var player = EnsureComp<AnimationPlayerComponent>(ent);
player.NetSyncEnabled = false;
// Need to stop the existing animation first to ensure the sprite color is fixed.
// Otherwise we might lerp to a red colour instead.
if (_animation.HasRunningAnimation(ent, player, AnimationKey))
{
_animation.Stop(ent, player, AnimationKey);
}
if (!TryComp<SpriteComponent>(ent, out var sprite))
{
continue;
}
if (TryComp<ColorFlashEffectComponent>(ent, out var effect))
{
sprite.Color = effect.Color;
}
var animation = GetDamageAnimation(ent, color, sprite);
if (animation == null)
continue;
var comp = EnsureComp<ColorFlashEffectComponent>(ent);
comp.NetSyncEnabled = false;
comp.Color = sprite.Color;
_animation.Play(player, animation, AnimationKey);
}
}
}

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@@ -5,13 +5,13 @@ using Content.Client.Replay.Spectator;
using Content.Client.Replay.UI.Loading;
using Content.Client.UserInterface.Systems.Chat;
using Content.Shared.Chat;
using Content.Shared.Effects;
using Content.Shared.GameTicking;
using Content.Shared.GameWindow;
using Content.Shared.Hands;
using Content.Shared.Instruments;
using Content.Shared.Popups;
using Content.Shared.Projectiles;
using Content.Shared.Weapons.Melee;
using Content.Shared.Weapons.Melee.Events;
using Content.Shared.Weapons.Ranged.Events;
using Content.Shared.Weapons.Ranged.Systems;
@@ -24,9 +24,7 @@ using Robust.Client.Replays.Playback;
using Robust.Client.State;
using Robust.Client.Timing;
using Robust.Client.UserInterface;
using Robust.Shared.ContentPack;
using Robust.Shared.Serialization.Markdown.Mapping;
using Robust.Shared.Utility;
namespace Content.Client.Replay;
@@ -141,7 +139,7 @@ public sealed class ContentReplayPlaybackManager
case SharedGunSystem.HitscanEvent:
case ImpactEffectEvent:
case MuzzleFlashEvent:
case DamageEffectEvent:
case ColorFlashEffectEvent:
case InstrumentStartMidiEvent:
case InstrumentMidiEventEvent:
case InstrumentStopMidiEvent:

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@@ -1,7 +1,5 @@
using System.Numerics;
using Content.Client.Weapons.Melee.Components;
using Content.Shared.Weapons;
using Content.Shared.Weapons.Melee;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.Animations;
@@ -11,106 +9,10 @@ namespace Content.Client.Weapons.Melee;
public sealed partial class MeleeWeaponSystem
{
/// <summary>
/// It's a little on the long side but given we use multiple colours denoting what happened it makes it easier to register.
/// </summary>
private const float DamageAnimationLength = 0.30f;
private const string DamageAnimationKey = "damage-effect";
private const string FadeAnimationKey = "melee-fade";
private const string SlashAnimationKey = "melee-slash";
private const string ThrustAnimationKey = "melee-thrust";
private void InitializeEffect()
{
SubscribeLocalEvent<DamageEffectComponent, AnimationCompletedEvent>(OnEffectAnimation);
}
private void OnEffectAnimation(EntityUid uid, DamageEffectComponent component, AnimationCompletedEvent args)
{
if (args.Key != DamageAnimationKey)
return;
if (TryComp<SpriteComponent>(uid, out var sprite))
{
sprite.Color = component.Color;
}
RemCompDeferred<DamageEffectComponent>(uid);
}
/// <summary>
/// Gets the red effect animation whenever the server confirms something is hit
/// </summary>
private Animation? GetDamageAnimation(EntityUid uid, Color color, SpriteComponent? sprite = null)
{
if (!Resolve(uid, ref sprite, false))
return null;
// 90% of them are going to be this so why allocate a new class.
return new Animation
{
Length = TimeSpan.FromSeconds(DamageAnimationLength),
AnimationTracks =
{
new AnimationTrackComponentProperty
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Color),
InterpolationMode = AnimationInterpolationMode.Linear,
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(color, 0f),
new AnimationTrackProperty.KeyFrame(sprite.Color, DamageAnimationLength)
}
}
}
};
}
private void OnDamageEffect(DamageEffectEvent ev)
{
var color = ev.Color;
foreach (var ent in ev.Entities)
{
if (Deleted(ent))
{
continue;
}
var player = EnsureComp<AnimationPlayerComponent>(ent);
player.NetSyncEnabled = false;
// Need to stop the existing animation first to ensure the sprite color is fixed.
// Otherwise we might lerp to a red colour instead.
if (_animation.HasRunningAnimation(ent, player, DamageAnimationKey))
{
_animation.Stop(ent, player, DamageAnimationKey);
}
if (!TryComp<SpriteComponent>(ent, out var sprite))
{
continue;
}
if (TryComp<DamageEffectComponent>(ent, out var effect))
{
sprite.Color = effect.Color;
}
var animation = GetDamageAnimation(ent, color, sprite);
if (animation == null)
continue;
var comp = EnsureComp<DamageEffectComponent>(ent);
comp.NetSyncEnabled = false;
comp.Color = sprite.Color;
_animation.Play(player, animation, DamageAnimationKey);
}
}
/// <summary>
/// Does all of the melee effects for a player that are predicted, i.e. character lunge and weapon animation.
/// </summary>

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@@ -1,6 +1,7 @@
using System.Linq;
using Content.Client.Gameplay;
using Content.Shared.CombatMode;
using Content.Shared.Effects;
using Content.Shared.Hands.Components;
using Content.Shared.Mobs.Components;
using Content.Shared.StatusEffect;
@@ -37,9 +38,7 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
public override void Initialize()
{
base.Initialize();
InitializeEffect();
_overlayManager.AddOverlay(new MeleeWindupOverlay(EntityManager, _timing, _player, _protoManager));
SubscribeAllEvent<DamageEffectEvent>(OnDamageEffect);
SubscribeNetworkEvent<MeleeLungeEvent>(OnMeleeLunge);
UpdatesOutsidePrediction = true;
}
@@ -227,7 +226,7 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
{
// Server never sends the event to us for predictiveeevent.
if (_timing.IsFirstTimePredicted)
RaiseLocalEvent(new DamageEffectEvent(Color.Red, targets));
RaiseLocalEvent(new ColorFlashEffectEvent(Color.Red, targets));
}
protected override bool DoDisarm(EntityUid user, DisarmAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session)

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@@ -5,12 +5,10 @@ using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.FixedPoint;
using Content.Shared.Projectiles;
using Content.Shared.Weapons.Melee;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Player;
using Robust.Shared.Physics.Events;
using Content.Shared.Effects;
namespace Content.Server.Projectiles;
@@ -52,7 +50,7 @@ public sealed class ProjectileSystem : SharedProjectileSystem
{
if (modifiedDamage.Total > FixedPoint2.Zero && !deleted)
{
RaiseNetworkEvent(new DamageEffectEvent(Color.Red, new List<EntityUid> {otherEntity}), Filter.Pvs(otherEntity, entityManager: EntityManager));
RaiseNetworkEvent(new ColorFlashEffectEvent(Color.Red, new List<EntityUid> { otherEntity }), Filter.Pvs(otherEntity, entityManager: EntityManager));
}
_adminLogger.Add(LogType.BulletHit,

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@@ -9,11 +9,9 @@ using Content.Server.CombatMode.Disarm;
using Content.Server.Contests;
using Content.Server.Examine;
using Content.Server.Movement.Systems;
using Content.Server.Popups;
using Content.Shared.Administration.Components;
using Content.Shared.Actions.Events;
using Content.Shared.CombatMode;
using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.FixedPoint;
using Content.Shared.Hands.Components;
@@ -33,6 +31,7 @@ using Robust.Shared.Player;
using Robust.Shared.Players;
using Robust.Shared.Random;
using Robust.Shared.Utility;
using Content.Shared.Effects;
namespace Content.Server.Weapons.Melee;
@@ -193,7 +192,7 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
var eventArgs = new DisarmedEvent { Target = target, Source = user, PushProbability = 1 - chance };
RaiseLocalEvent(target, eventArgs);
RaiseNetworkEvent(new DamageEffectEvent(Color.Aqua, new List<EntityUid>() { target }));
RaiseNetworkEvent(new ColorFlashEffectEvent(Color.Aqua, new List<EntityUid>() { target }));
return true;
}
@@ -219,7 +218,7 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
protected override void DoDamageEffect(List<EntityUid> targets, EntityUid? user, TransformComponent targetXform)
{
var filter = Filter.Pvs(targetXform.Coordinates, entityMan: EntityManager).RemoveWhereAttachedEntity(o => o == user);
RaiseNetworkEvent(new DamageEffectEvent(Color.Red, targets), filter);
RaiseNetworkEvent(new ColorFlashEffectEvent(Color.Red, targets), filter);
}
private float CalculateDisarmChance(EntityUid disarmer, EntityUid disarmed, EntityUid? inTargetHand, CombatModeComponent disarmerComp)

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@@ -10,6 +10,7 @@ using Content.Server.Weapons.Ranged.Components;
using Content.Shared.Damage;
using Content.Shared.Damage.Systems;
using Content.Shared.Database;
using Content.Shared.Effects;
using Content.Shared.FixedPoint;
using Content.Shared.Interaction.Components;
using Content.Shared.Projectiles;
@@ -239,7 +240,7 @@ public sealed partial class GunSystem : SharedGunSystem
if (!Deleted(hitEntity))
{
if (dmg.Total > FixedPoint2.Zero)
RaiseNetworkEvent(new DamageEffectEvent(Color.Red, new List<EntityUid> {hitEntity}), Filter.Pvs(hitEntity, entityManager: EntityManager));
RaiseNetworkEvent(new ColorFlashEffectEvent(Color.Red, new List<EntityUid> { hitEntity }), Filter.Pvs(hitEntity, entityManager: EntityManager));
// TODO get fallback position for playing hit sound.
PlayImpactSound(hitEntity, dmg, hitscan.Sound, hitscan.ForceSound);

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@@ -8,6 +8,7 @@ using Content.Shared.Cuffs.Components;
using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.DoAfter;
using Content.Shared.Effects;
using Content.Shared.Hands;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
@@ -26,7 +27,6 @@ using Content.Shared.Pulling.Events;
using Content.Shared.Rejuvenate;
using Content.Shared.Stunnable;
using Content.Shared.Verbs;
using Content.Shared.Weapons.Melee;
using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.Containers;
using Robust.Shared.Network;
@@ -592,7 +592,7 @@ namespace Content.Shared.Cuffs
if (target == user)
{
RaiseNetworkEvent(new DamageEffectEvent(Color.Red, new List<EntityUid>() { user }));
RaiseNetworkEvent(new ColorFlashEffectEvent(Color.Red, new List<EntityUid>() { user }));
_popup.PopupEntity(Loc.GetString("cuffable-component-start-uncuffing-self"), user, user);
}
else

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@@ -0,0 +1,11 @@
namespace Content.Shared.Effects;
/// <summary>
/// Stores the original sprite color for flashing entity to be able to restore it later.
/// </summary>
[RegisterComponent]
public sealed class ColorFlashEffectComponent : Component
{
[ViewVariables]
public Color Color = Color.White;
}

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@@ -0,0 +1,23 @@
using Robust.Shared.Serialization;
namespace Content.Shared.Effects;
/// <summary>
/// Raised on the server and sent to a client to play the color flash animation.
/// </summary>
[Serializable, NetSerializable]
public sealed class ColorFlashEffectEvent : EntityEventArgs
{
/// <summary>
/// Color to play for the flash.
/// </summary>
public Color Color;
public List<EntityUid> Entities;
public ColorFlashEffectEvent(Color color, List<EntityUid> entities)
{
Color = color;
Entities = entities;
}
}

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@@ -1,11 +0,0 @@
namespace Content.Shared.Weapons;
/// <summary>
/// Stores the original sprite color for a damaged entity to be able to restore it later.
/// </summary>
[RegisterComponent]
public sealed class DamageEffectComponent : Component
{
[ViewVariables]
public Color Color = Color.White;
}

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@@ -1,23 +0,0 @@
using Robust.Shared.Serialization;
namespace Content.Shared.Weapons.Melee;
/// <summary>
/// Raised on the server and sent to a client to play the damage animation.
/// </summary>
[Serializable, NetSerializable]
public sealed class DamageEffectEvent : EntityEventArgs
{
/// <summary>
/// Color to play for the damage flash.
/// </summary>
public Color Color;
public List<EntityUid> Entities;
public DamageEffectEvent(Color color, List<EntityUid> entities)
{
Color = color;
Entities = entities;
}
}