Fix pinpointer flicker (#15452)
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@@ -1,78 +1,41 @@
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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.GameStates;
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namespace Content.Client.Pinpointer
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namespace Content.Client.Pinpointer;
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public sealed class PinpointerSystem : SharedPinpointerSystem
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{
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public sealed class PinpointerSystem : SharedPinpointerSystem
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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public override void Update(float frameTime)
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{
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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base.Update(frameTime);
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public override void Initialize()
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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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var query = EntityQueryEnumerator<PinpointerComponent, SpriteComponent>();
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while (query.MoveNext(out var _, out var pinpointer, out var sprite))
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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 pinpointer in EntityQuery<PinpointerComponent>())
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{
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UpdateAppearance(pinpointer.Owner, pinpointer);
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UpdateEyeDir(pinpointer.Owner, pinpointer);
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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)
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return;
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pinpointer.IsActive = state.IsActive;
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pinpointer.ArrowAngle = state.ArrowAngle;
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pinpointer.DistanceToTarget = state.DistanceToTarget;
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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(uid, PinpointerVisuals.IsActive, pinpointer.IsActive, appearance);
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_appearance.SetData(uid, PinpointerVisuals.TargetDistance, pinpointer.DistanceToTarget, appearance);
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}
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private void UpdateArrowAngle(EntityUid uid, Angle angle, 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(uid, PinpointerVisuals.ArrowAngle, angle, appearance);
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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) || !pinpointer.HasTarget)
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return;
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if (!pinpointer.HasTarget)
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continue;
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var eye = _eyeManager.CurrentEye;
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var angle = pinpointer.ArrowAngle + eye.Rotation;
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UpdateArrowAngle(uid, angle, pinpointer);
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switch (pinpointer.DistanceToTarget)
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{
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case Distance.Close:
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case Distance.Medium:
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case Distance.Far:
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sprite.LayerSetRotation(PinpointerLayers.Screen, angle);
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break;
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default:
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sprite.LayerSetRotation(PinpointerLayers.Screen, Angle.Zero);
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break;
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}
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}
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}
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}
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