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:
107
Content.Client/Effects/ColorFlashEffectSystem.cs
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107
Content.Client/Effects/ColorFlashEffectSystem.cs
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@@ -0,0 +1,107 @@
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using Content.Shared.Effects;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Shared.Animations;
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namespace Content.Client.Effects;
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public sealed class ColorFlashEffectSystem : EntitySystem
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{
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[Dependency] private readonly AnimationPlayerSystem _animation = default!;
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/// <summary>
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/// It's a little on the long side but given we use multiple colours denoting what happened it makes it easier to register.
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/// </summary>
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private const float AnimationLength = 0.30f;
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private const string AnimationKey = "color-flash-effect";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeAllEvent<ColorFlashEffectEvent>(OnColorFlashEffect);
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SubscribeLocalEvent<ColorFlashEffectComponent, AnimationCompletedEvent>(OnEffectAnimationCompleted);
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}
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private void OnEffectAnimationCompleted(EntityUid uid, ColorFlashEffectComponent component, AnimationCompletedEvent args)
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{
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if (args.Key != AnimationKey)
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return;
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if (TryComp<SpriteComponent>(uid, out var sprite))
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{
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sprite.Color = component.Color;
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}
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RemCompDeferred<ColorFlashEffectComponent>(uid);
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}
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private Animation? GetDamageAnimation(EntityUid uid, Color color, SpriteComponent? sprite = null)
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{
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if (!Resolve(uid, ref sprite, false))
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return null;
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// 90% of them are going to be this so why allocate a new class.
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return new Animation
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{
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Length = TimeSpan.FromSeconds(AnimationLength),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Color),
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InterpolationMode = AnimationInterpolationMode.Linear,
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(color, 0f),
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new AnimationTrackProperty.KeyFrame(sprite.Color, AnimationLength)
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}
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}
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}
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};
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}
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private void OnColorFlashEffect(ColorFlashEffectEvent ev)
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{
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var color = ev.Color;
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foreach (var ent in ev.Entities)
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{
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if (Deleted(ent))
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{
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continue;
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}
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var player = EnsureComp<AnimationPlayerComponent>(ent);
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player.NetSyncEnabled = false;
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// Need to stop the existing animation first to ensure the sprite color is fixed.
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// Otherwise we might lerp to a red colour instead.
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if (_animation.HasRunningAnimation(ent, player, AnimationKey))
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{
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_animation.Stop(ent, player, AnimationKey);
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}
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if (!TryComp<SpriteComponent>(ent, out var sprite))
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{
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continue;
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}
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if (TryComp<ColorFlashEffectComponent>(ent, out var effect))
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{
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sprite.Color = effect.Color;
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}
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var animation = GetDamageAnimation(ent, color, sprite);
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if (animation == null)
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continue;
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var comp = EnsureComp<ColorFlashEffectComponent>(ent);
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comp.NetSyncEnabled = false;
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comp.Color = sprite.Color;
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_animation.Play(player, animation, AnimationKey);
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}
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}
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}
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@@ -5,13 +5,13 @@ using Content.Client.Replay.Spectator;
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using Content.Client.Replay.UI.Loading;
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using Content.Client.UserInterface.Systems.Chat;
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using Content.Shared.Chat;
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using Content.Shared.Effects;
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using Content.Shared.GameTicking;
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using Content.Shared.GameWindow;
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using Content.Shared.Hands;
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using Content.Shared.Instruments;
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using Content.Shared.Popups;
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using Content.Shared.Projectiles;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Weapons.Melee.Events;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Weapons.Ranged.Systems;
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@@ -24,9 +24,7 @@ using Robust.Client.Replays.Playback;
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using Robust.Client.State;
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using Robust.Client.Timing;
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using Robust.Client.UserInterface;
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using Robust.Shared.ContentPack;
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using Robust.Shared.Serialization.Markdown.Mapping;
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using Robust.Shared.Utility;
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namespace Content.Client.Replay;
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@@ -66,7 +64,7 @@ public sealed class ContentReplayPlaybackManager
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private void LoadOverride(IReplayFileReader fileReader)
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{
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var screen = _stateMan.RequestStateChange<LoadingScreen<bool>>();
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screen.Job = new ContentLoadReplayJob(1/60f, fileReader, _loadMan, screen);
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screen.Job = new ContentLoadReplayJob(1 / 60f, fileReader, _loadMan, screen);
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screen.OnJobFinished += (_, e) => OnFinishedLoading(e);
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}
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@@ -141,7 +139,7 @@ public sealed class ContentReplayPlaybackManager
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case SharedGunSystem.HitscanEvent:
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case ImpactEffectEvent:
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case MuzzleFlashEvent:
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case DamageEffectEvent:
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case ColorFlashEffectEvent:
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case InstrumentStartMidiEvent:
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case InstrumentMidiEventEvent:
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case InstrumentStopMidiEvent:
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@@ -159,7 +157,7 @@ public sealed class ContentReplayPlaybackManager
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private void OnReplayPlaybackStopped()
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{
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_conGrp.Implementation = (IClientConGroupImplementation)_adminMan;
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_conGrp.Implementation = (IClientConGroupImplementation) _adminMan;
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ReturnToDefaultState();
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}
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}
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@@ -1,7 +1,5 @@
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using System.Numerics;
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using Content.Client.Weapons.Melee.Components;
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using Content.Shared.Weapons;
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using Content.Shared.Weapons.Melee;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Shared.Animations;
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@@ -11,106 +9,10 @@ namespace Content.Client.Weapons.Melee;
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public sealed partial class MeleeWeaponSystem
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{
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/// <summary>
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/// It's a little on the long side but given we use multiple colours denoting what happened it makes it easier to register.
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/// </summary>
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private const float DamageAnimationLength = 0.30f;
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private const string DamageAnimationKey = "damage-effect";
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private const string FadeAnimationKey = "melee-fade";
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private const string SlashAnimationKey = "melee-slash";
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private const string ThrustAnimationKey = "melee-thrust";
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private void InitializeEffect()
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{
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SubscribeLocalEvent<DamageEffectComponent, AnimationCompletedEvent>(OnEffectAnimation);
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}
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private void OnEffectAnimation(EntityUid uid, DamageEffectComponent component, AnimationCompletedEvent args)
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{
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if (args.Key != DamageAnimationKey)
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return;
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if (TryComp<SpriteComponent>(uid, out var sprite))
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{
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sprite.Color = component.Color;
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}
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RemCompDeferred<DamageEffectComponent>(uid);
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}
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/// <summary>
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/// Gets the red effect animation whenever the server confirms something is hit
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/// </summary>
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private Animation? GetDamageAnimation(EntityUid uid, Color color, SpriteComponent? sprite = null)
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{
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if (!Resolve(uid, ref sprite, false))
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return null;
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// 90% of them are going to be this so why allocate a new class.
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return new Animation
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{
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Length = TimeSpan.FromSeconds(DamageAnimationLength),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Color),
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InterpolationMode = AnimationInterpolationMode.Linear,
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(color, 0f),
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new AnimationTrackProperty.KeyFrame(sprite.Color, DamageAnimationLength)
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}
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}
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}
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};
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}
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private void OnDamageEffect(DamageEffectEvent ev)
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{
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var color = ev.Color;
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foreach (var ent in ev.Entities)
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{
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if (Deleted(ent))
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{
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continue;
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}
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var player = EnsureComp<AnimationPlayerComponent>(ent);
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player.NetSyncEnabled = false;
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// Need to stop the existing animation first to ensure the sprite color is fixed.
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// Otherwise we might lerp to a red colour instead.
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if (_animation.HasRunningAnimation(ent, player, DamageAnimationKey))
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{
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_animation.Stop(ent, player, DamageAnimationKey);
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}
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if (!TryComp<SpriteComponent>(ent, out var sprite))
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{
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continue;
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}
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if (TryComp<DamageEffectComponent>(ent, out var effect))
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{
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sprite.Color = effect.Color;
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}
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var animation = GetDamageAnimation(ent, color, sprite);
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if (animation == null)
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continue;
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var comp = EnsureComp<DamageEffectComponent>(ent);
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comp.NetSyncEnabled = false;
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comp.Color = sprite.Color;
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_animation.Play(player, animation, DamageAnimationKey);
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}
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}
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/// <summary>
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/// Does all of the melee effects for a player that are predicted, i.e. character lunge and weapon animation.
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/// </summary>
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@@ -1,6 +1,7 @@
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using System.Linq;
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using Content.Client.Gameplay;
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using Content.Shared.CombatMode;
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using Content.Shared.Effects;
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using Content.Shared.Hands.Components;
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using Content.Shared.Mobs.Components;
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using Content.Shared.StatusEffect;
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@@ -37,9 +38,7 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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public override void Initialize()
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{
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base.Initialize();
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InitializeEffect();
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_overlayManager.AddOverlay(new MeleeWindupOverlay(EntityManager, _timing, _player, _protoManager));
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SubscribeAllEvent<DamageEffectEvent>(OnDamageEffect);
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SubscribeNetworkEvent<MeleeLungeEvent>(OnMeleeLunge);
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UpdatesOutsidePrediction = true;
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}
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@@ -227,7 +226,7 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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{
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// Server never sends the event to us for predictiveeevent.
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if (_timing.IsFirstTimePredicted)
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RaiseLocalEvent(new DamageEffectEvent(Color.Red, targets));
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RaiseLocalEvent(new ColorFlashEffectEvent(Color.Red, targets));
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}
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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;
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using Content.Shared.Database;
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using Content.Shared.FixedPoint;
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using Content.Shared.Projectiles;
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using Content.Shared.Weapons.Melee;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Player;
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using Robust.Shared.Physics.Events;
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using Content.Shared.Effects;
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namespace Content.Server.Projectiles;
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@@ -52,7 +50,7 @@ public sealed class ProjectileSystem : SharedProjectileSystem
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{
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if (modifiedDamage.Total > FixedPoint2.Zero && !deleted)
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{
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RaiseNetworkEvent(new DamageEffectEvent(Color.Red, new List<EntityUid> {otherEntity}), Filter.Pvs(otherEntity, entityManager: EntityManager));
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RaiseNetworkEvent(new ColorFlashEffectEvent(Color.Red, new List<EntityUid> { otherEntity }), Filter.Pvs(otherEntity, entityManager: EntityManager));
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}
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_adminLogger.Add(LogType.BulletHit,
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@@ -9,11 +9,9 @@ using Content.Server.CombatMode.Disarm;
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using Content.Server.Contests;
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using Content.Server.Examine;
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using Content.Server.Movement.Systems;
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using Content.Server.Popups;
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using Content.Shared.Administration.Components;
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using Content.Shared.Actions.Events;
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using Content.Shared.CombatMode;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.FixedPoint;
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using Content.Shared.Hands.Components;
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@@ -33,6 +31,7 @@ using Robust.Shared.Player;
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using Robust.Shared.Players;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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using Content.Shared.Effects;
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namespace Content.Server.Weapons.Melee;
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@@ -193,7 +192,7 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
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var eventArgs = new DisarmedEvent { Target = target, Source = user, PushProbability = 1 - chance };
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RaiseLocalEvent(target, eventArgs);
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RaiseNetworkEvent(new DamageEffectEvent(Color.Aqua, new List<EntityUid>() { target }));
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RaiseNetworkEvent(new ColorFlashEffectEvent(Color.Aqua, new List<EntityUid>() { target }));
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return true;
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}
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@@ -219,7 +218,7 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
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protected override void DoDamageEffect(List<EntityUid> targets, EntityUid? user, TransformComponent targetXform)
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{
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var filter = Filter.Pvs(targetXform.Coordinates, entityMan: EntityManager).RemoveWhereAttachedEntity(o => o == user);
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RaiseNetworkEvent(new DamageEffectEvent(Color.Red, targets), filter);
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RaiseNetworkEvent(new ColorFlashEffectEvent(Color.Red, targets), filter);
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}
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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;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Database;
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using Content.Shared.Effects;
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using Content.Shared.FixedPoint;
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using Content.Shared.Interaction.Components;
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using Content.Shared.Projectiles;
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@@ -225,7 +226,7 @@ public sealed partial class GunSystem : SharedGunSystem
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{
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var hitEntity = lastHit.Value;
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if (hitscan.StaminaDamage > 0f)
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_stamina.TakeStaminaDamage(hitEntity, hitscan.StaminaDamage, source:user);
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_stamina.TakeStaminaDamage(hitEntity, hitscan.StaminaDamage, source: user);
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var dmg = hitscan.Damage;
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@@ -239,7 +240,7 @@ public sealed partial class GunSystem : SharedGunSystem
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if (!Deleted(hitEntity))
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{
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if (dmg.Total > FixedPoint2.Zero)
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RaiseNetworkEvent(new DamageEffectEvent(Color.Red, new List<EntityUid> {hitEntity}), Filter.Pvs(hitEntity, entityManager: EntityManager));
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RaiseNetworkEvent(new ColorFlashEffectEvent(Color.Red, new List<EntityUid> { hitEntity }), Filter.Pvs(hitEntity, entityManager: EntityManager));
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// TODO get fallback position for playing hit sound.
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PlayImpactSound(hitEntity, dmg, hitscan.Sound, hitscan.ForceSound);
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@@ -343,7 +344,7 @@ public sealed partial class GunSystem : SharedGunSystem
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return angle;
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}
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protected override void Popup(string message, EntityUid? uid, EntityUid? user) {}
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protected override void Popup(string message, EntityUid? uid, EntityUid? user) { }
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protected override void CreateEffect(EntityUid uid, MuzzleFlashEvent message, EntityUid? user = null)
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{
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@@ -8,6 +8,7 @@ using Content.Shared.Cuffs.Components;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.DoAfter;
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using Content.Shared.Effects;
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using Content.Shared.Hands;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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@@ -26,7 +27,6 @@ using Content.Shared.Pulling.Events;
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using Content.Shared.Rejuvenate;
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using Content.Shared.Stunnable;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Shared.Containers;
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using Robust.Shared.Network;
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@@ -592,7 +592,7 @@ namespace Content.Shared.Cuffs
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if (target == user)
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{
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RaiseNetworkEvent(new DamageEffectEvent(Color.Red, new List<EntityUid>() { user }));
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RaiseNetworkEvent(new ColorFlashEffectEvent(Color.Red, new List<EntityUid>() { user }));
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_popup.PopupEntity(Loc.GetString("cuffable-component-start-uncuffing-self"), user, user);
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}
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else
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11
Content.Shared/Effects/ColorFlashEffectComponent.cs
Normal file
11
Content.Shared/Effects/ColorFlashEffectComponent.cs
Normal file
@@ -0,0 +1,11 @@
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namespace Content.Shared.Effects;
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/// <summary>
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/// Stores the original sprite color for flashing entity to be able to restore it later.
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/// </summary>
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[RegisterComponent]
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public sealed class ColorFlashEffectComponent : Component
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{
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[ViewVariables]
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public Color Color = Color.White;
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}
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23
Content.Shared/Effects/ColorFlashEffectEvent.cs
Normal file
23
Content.Shared/Effects/ColorFlashEffectEvent.cs
Normal file
@@ -0,0 +1,23 @@
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using Robust.Shared.Serialization;
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namespace Content.Shared.Effects;
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/// <summary>
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/// Raised on the server and sent to a client to play the color flash animation.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class ColorFlashEffectEvent : EntityEventArgs
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{
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/// <summary>
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/// Color to play for the flash.
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/// </summary>
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public Color Color;
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public List<EntityUid> Entities;
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public ColorFlashEffectEvent(Color color, List<EntityUid> entities)
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{
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Color = color;
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Entities = entities;
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}
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}
|
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@@ -1,11 +0,0 @@
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namespace Content.Shared.Weapons;
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/// <summary>
|
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/// Stores the original sprite color for a damaged entity to be able to restore it later.
|
||||
/// </summary>
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[RegisterComponent]
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public sealed class DamageEffectComponent : Component
|
||||
{
|
||||
[ViewVariables]
|
||||
public Color Color = Color.White;
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user