Fix pinpointer flicker (#15452)
This commit is contained in:
@@ -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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{
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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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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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public override void Initialize()
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public override void Update(float frameTime)
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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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base.Update(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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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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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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@@ -1,60 +0,0 @@
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using Content.Shared.Pinpointer;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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namespace Content.Client.Pinpointer
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{
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[UsedImplicitly]
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public sealed class PinpointerVisualizerSystem : VisualizerSystem<PinpointerComponent>
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{
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protected override void OnAppearanceChange(EntityUid uid, PinpointerComponent component, ref AppearanceChangeEvent args)
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{
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base.OnAppearanceChange(uid, component, ref args);
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if (!TryComp(component.Owner, out SpriteComponent? sprite))
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return;
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// check if pinpointer screen is active
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if (!AppearanceSystem.TryGetData<bool>(uid, PinpointerVisuals.IsActive, out var isActive, args.Component) || !isActive)
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{
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sprite.LayerSetVisible(PinpointerLayers.Screen, false);
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return;
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}
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sprite.LayerSetVisible(PinpointerLayers.Screen, true);
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// check distance and direction to target
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if (!AppearanceSystem.TryGetData<Distance>(uid, PinpointerVisuals.TargetDistance, out var dis, args.Component) ||
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!AppearanceSystem.TryGetData<Angle>(uid, PinpointerVisuals.ArrowAngle, out var angle, args.Component))
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{
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sprite.LayerSetState(PinpointerLayers.Screen, "pinonnull");
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sprite.LayerSetRotation(PinpointerLayers.Screen, Angle.Zero);
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return;
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}
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switch (dis)
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{
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case Distance.Reached:
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sprite.LayerSetState(PinpointerLayers.Screen, "pinondirect");
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sprite.LayerSetRotation(PinpointerLayers.Screen, Angle.Zero);
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break;
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case Distance.Close:
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sprite.LayerSetState(PinpointerLayers.Screen, "pinonclose");
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sprite.LayerSetRotation(PinpointerLayers.Screen, angle);
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break;
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case Distance.Medium:
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sprite.LayerSetState(PinpointerLayers.Screen, "pinonmedium");
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sprite.LayerSetRotation(PinpointerLayers.Screen, angle);
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break;
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case Distance.Far:
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sprite.LayerSetState(PinpointerLayers.Screen, "pinonfar");
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sprite.LayerSetRotation(PinpointerLayers.Screen, angle);
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break;
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case Distance.Unknown:
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sprite.LayerSetState(PinpointerLayers.Screen, "pinonnull");
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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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@@ -4,11 +4,12 @@ using System.Linq;
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using Robust.Shared.Utility;
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using Content.Server.Shuttles.Events;
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namespace Content.Server.Pinpointer
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{
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namespace Content.Server.Pinpointer;
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public sealed class PinpointerSystem : SharedPinpointerSystem
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{
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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public override void Initialize()
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{
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@@ -23,15 +24,35 @@ namespace Content.Server.Pinpointer
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LocateTarget(uid, component);
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}
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public bool TogglePinpointer(EntityUid uid, PinpointerComponent? pinpointer = null)
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{
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if (!Resolve(uid, ref pinpointer))
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return false;
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var isActive = !pinpointer.IsActive;
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SetActive(uid, isActive, pinpointer);
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UpdateAppearance(uid, pinpointer);
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return isActive;
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}
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private void UpdateAppearance(EntityUid uid, PinpointerComponent pinpointer, AppearanceComponent? appearance = null)
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{
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if (!Resolve(uid, 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 OnLocateTarget(ref FTLCompletedEvent ev)
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{
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// This feels kind of expensive, but it only happens once per hyperspace jump
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// todo: ideally, you would need to raise this event only on jumped entities
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// this code update ALL pinpointers in game
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foreach (var pinpointer in EntityQuery<PinpointerComponent>())
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var query = EntityQueryEnumerator<PinpointerComponent>();
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while (query.MoveNext(out var uid, out var pinpointer))
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{
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LocateTarget(pinpointer.Owner, pinpointer);
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LocateTarget(uid, pinpointer);
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}
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}
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@@ -58,9 +79,10 @@ namespace Content.Server.Pinpointer
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// because target or pinpointer can move
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// we need to update pinpointers arrow each frame
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foreach (var pinpointer in EntityQuery<PinpointerComponent>())
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var query = EntityQueryEnumerator<PinpointerComponent>();
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while (query.MoveNext(out var uid, out var pinpointer))
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{
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UpdateDirectionToTarget(pinpointer.Owner, pinpointer);
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UpdateDirectionToTarget(uid, pinpointer);
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}
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}
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@@ -115,11 +137,8 @@ namespace Content.Server.Pinpointer
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/// <summary>
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/// Update direction from pinpointer to selected target (if it was set)
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/// </summary>
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private void UpdateDirectionToTarget(EntityUid uid, PinpointerComponent? pinpointer = null)
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private void UpdateDirectionToTarget(EntityUid uid, PinpointerComponent pinpointer)
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{
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if (!Resolve(uid, ref pinpointer))
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return;
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if (!pinpointer.IsActive)
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return;
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@@ -131,17 +150,20 @@ namespace Content.Server.Pinpointer
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}
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var dirVec = CalculateDirection(uid, target.Value);
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var oldDist = pinpointer.DistanceToTarget;
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if (dirVec != null)
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{
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var angle = dirVec.Value.ToWorldAngle();
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TrySetArrowAngle(uid, angle, pinpointer);
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var dist = CalculateDistance(uid, dirVec.Value, pinpointer);
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var dist = CalculateDistance(dirVec.Value, pinpointer);
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SetDistance(uid, dist, pinpointer);
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}
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else
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{
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SetDistance(uid, Distance.Unknown, pinpointer);
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}
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if (oldDist != pinpointer.DistanceToTarget)
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UpdateAppearance(uid, pinpointer);
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}
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/// <summary>
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@@ -163,15 +185,12 @@ namespace Content.Server.Pinpointer
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return null;
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// get world direction vector
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var dir = (_transform.GetWorldPosition(trg, xformQuery) - _transform.GetWorldPosition(pin, xformQuery));
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var dir = _transform.GetWorldPosition(trg, xformQuery) - _transform.GetWorldPosition(pin, xformQuery);
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return dir;
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}
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private Distance CalculateDistance(EntityUid uid, Vector2 vec, PinpointerComponent? pinpointer = null)
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private static Distance CalculateDistance(Vector2 vec, PinpointerComponent pinpointer)
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{
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if (!Resolve(uid, ref pinpointer))
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return Distance.Unknown;
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var dist = vec.Length;
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if (dist <= pinpointer.ReachedDistance)
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return Distance.Reached;
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@@ -183,4 +202,3 @@ namespace Content.Server.Pinpointer
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return Distance.Far;
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}
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}
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}
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@@ -1,48 +1,52 @@
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Pinpointer
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{
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namespace Content.Shared.Pinpointer;
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/// <summary>
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/// Displays a sprite on the item that points towards the target component.
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/// </summary>
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[RegisterComponent]
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[NetworkedComponent]
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[RegisterComponent, NetworkedComponent]
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[AutoGenerateComponentState]
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[Access(typeof(SharedPinpointerSystem))]
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public sealed class PinpointerComponent : Component
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public sealed partial class PinpointerComponent : Component
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{
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// TODO: Type serializer oh god
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[DataField("component")]
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public string? Component;
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[DataField("mediumDistance")]
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[DataField("mediumDistance"), ViewVariables(VVAccess.ReadWrite)]
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public float MediumDistance = 16f;
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[DataField("closeDistance")]
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[DataField("closeDistance"), ViewVariables(VVAccess.ReadWrite)]
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public float CloseDistance = 8f;
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[DataField("reachedDistance")]
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[DataField("reachedDistance"), ViewVariables(VVAccess.ReadWrite)]
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public float ReachedDistance = 1f;
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/// <summary>
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/// Pinpointer arrow precision in radians.
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/// </summary>
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[DataField("precision")]
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[DataField("precision"), ViewVariables(VVAccess.ReadWrite)]
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public double Precision = 0.09;
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[ViewVariables]
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public EntityUid? Target = null;
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public bool IsActive = false;
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public Angle ArrowAngle;
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public Distance DistanceToTarget = Distance.Unknown;
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public bool HasTarget => DistanceToTarget != Distance.Unknown;
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}
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[Serializable, NetSerializable]
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public sealed class PinpointerComponentState : ComponentState
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{
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public bool IsActive;
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[ViewVariables]
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[AutoNetworkedField]
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public bool IsActive = false;
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[ViewVariables]
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[AutoNetworkedField]
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public Angle ArrowAngle;
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public Distance DistanceToTarget;
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[ViewVariables]
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[AutoNetworkedField]
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public Distance DistanceToTarget = Distance.Unknown;
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[ViewVariables]
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public bool HasTarget => DistanceToTarget != Distance.Unknown;
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}
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[Serializable, NetSerializable]
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@@ -54,4 +58,3 @@ namespace Content.Shared.Pinpointer
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Medium,
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Far
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}
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}
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@@ -1,25 +1,7 @@
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using Robust.Shared.GameStates;
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namespace Content.Shared.Pinpointer;
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namespace Content.Shared.Pinpointer
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{
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public abstract class SharedPinpointerSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PinpointerComponent, ComponentGetState>(GetCompState);
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}
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private void GetCompState(EntityUid uid, PinpointerComponent pinpointer, ref ComponentGetState args)
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{
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args.State = new PinpointerComponentState
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{
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IsActive = pinpointer.IsActive,
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ArrowAngle = pinpointer.ArrowAngle,
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DistanceToTarget = pinpointer.DistanceToTarget
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};
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}
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/// <summary>
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/// Manually set distance from pinpointer to target
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/// </summary>
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@@ -67,20 +49,4 @@ namespace Content.Shared.Pinpointer
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pinpointer.IsActive = isActive;
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Dirty(pinpointer);
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}
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/// <summary>
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/// Toggle Pinpointer screen. If it has target it will start tracking it.
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/// </summary>
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/// <returns>True if pinpointer was activated, false otherwise</returns>
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public bool TogglePinpointer(EntityUid uid, PinpointerComponent? pinpointer = null)
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{
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if (!Resolve(uid, ref pinpointer))
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return false;
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var isActive = !pinpointer.IsActive;
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SetActive(uid, isActive, pinpointer);
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return isActive;
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}
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}
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}
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@@ -8,7 +8,6 @@
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- type: Transform
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noRot: True
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- type: Sprite
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netsync: false
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noRot: True
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sprite: Objects/Devices/pinpointer.rsi
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layers:
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@@ -16,10 +15,26 @@
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map: ["enum.PinpointerLayers.Base"]
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- state: pinonnull
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map: ["enum.PinpointerLayers.Screen"]
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shader: unshaded
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visible: false
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- type: Item
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sprite: Objects/Devices/pinpointer.rsi
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- type: Pinpointer
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- type: Appearance
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- type: GenericVisualizer
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visuals:
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enum.PinpointerVisuals.IsActive:
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enum.PinpointerLayers.Screen:
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True: { visible: True }
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False: { visible: False }
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enum.PinpointerVisuals.TargetDistance:
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enum.PinpointerLayers.Screen:
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Unknown: { state: pinonnull }
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Reached: { state: pinondirect }
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Close: { state: pinonclose }
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Medium: { state: pinonmedium }
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Far: { state: pinonfar }
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- type: AnimationPlayer
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- type: entity
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name: pinpointer
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Reference in New Issue
Block a user