Improve sprite fading behaviour (#35863)
* Click through faded sprites * Count the mouse position for which sprites to fade
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@@ -113,18 +113,18 @@ namespace Content.Client.Gameplay
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return first.IsValid() ? first : null;
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}
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public IEnumerable<EntityUid> GetClickableEntities(EntityCoordinates coordinates)
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public IEnumerable<EntityUid> GetClickableEntities(EntityCoordinates coordinates, bool excludeFaded = true)
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{
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var transformSystem = _entitySystemManager.GetEntitySystem<SharedTransformSystem>();
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return GetClickableEntities(transformSystem.ToMapCoordinates(coordinates));
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return GetClickableEntities(transformSystem.ToMapCoordinates(coordinates), excludeFaded);
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}
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public IEnumerable<EntityUid> GetClickableEntities(MapCoordinates coordinates)
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public IEnumerable<EntityUid> GetClickableEntities(MapCoordinates coordinates, bool excludeFaded = true)
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{
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return GetClickableEntities(coordinates, _eyeManager.CurrentEye);
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return GetClickableEntities(coordinates, _eyeManager.CurrentEye, excludeFaded);
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}
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public IEnumerable<EntityUid> GetClickableEntities(MapCoordinates coordinates, IEye? eye)
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public IEnumerable<EntityUid> GetClickableEntities(MapCoordinates coordinates, IEye? eye, bool excludeFaded = true)
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{
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/*
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* TODO:
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@@ -147,7 +147,7 @@ namespace Content.Client.Gameplay
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foreach (var entity in entities)
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{
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if (clickQuery.TryGetComponent(entity.Uid, out var component) &&
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clickables.CheckClick((entity.Uid, component, entity.Component, entity.Transform), coordinates.Position, eye, out var drawDepthClicked, out var renderOrder, out var bottom))
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clickables.CheckClick((entity.Uid, component, entity.Component, entity.Transform), coordinates.Position, eye, excludeFaded, out var drawDepthClicked, out var renderOrder, out var bottom))
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{
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foundEntities.Add((entity.Uid, drawDepthClicked, renderOrder, bottom));
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}
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