Improve sprite fading behaviour (#35863)

* Click through faded sprites

* Count the mouse position for which sprites to fade
This commit is contained in:
pathetic meowmeow
2025-04-03 02:58:05 -04:00
committed by GitHub
parent ce53629f1d
commit e9b89a1c6b
4 changed files with 105 additions and 34 deletions

View File

@@ -113,18 +113,18 @@ namespace Content.Client.Gameplay
return first.IsValid() ? first : null;
}
public IEnumerable<EntityUid> GetClickableEntities(EntityCoordinates coordinates)
public IEnumerable<EntityUid> GetClickableEntities(EntityCoordinates coordinates, bool excludeFaded = true)
{
var transformSystem = _entitySystemManager.GetEntitySystem<SharedTransformSystem>();
return GetClickableEntities(transformSystem.ToMapCoordinates(coordinates));
return GetClickableEntities(transformSystem.ToMapCoordinates(coordinates), excludeFaded);
}
public IEnumerable<EntityUid> GetClickableEntities(MapCoordinates coordinates)
public IEnumerable<EntityUid> GetClickableEntities(MapCoordinates coordinates, bool excludeFaded = true)
{
return GetClickableEntities(coordinates, _eyeManager.CurrentEye);
return GetClickableEntities(coordinates, _eyeManager.CurrentEye, excludeFaded);
}
public IEnumerable<EntityUid> GetClickableEntities(MapCoordinates coordinates, IEye? eye)
public IEnumerable<EntityUid> GetClickableEntities(MapCoordinates coordinates, IEye? eye, bool excludeFaded = true)
{
/*
* TODO:
@@ -147,7 +147,7 @@ namespace Content.Client.Gameplay
foreach (var entity in entities)
{
if (clickQuery.TryGetComponent(entity.Uid, out var component) &&
clickables.CheckClick((entity.Uid, component, entity.Component, entity.Transform), coordinates.Position, eye, out var drawDepthClicked, out var renderOrder, out var bottom))
clickables.CheckClick((entity.Uid, component, entity.Component, entity.Transform), coordinates.Position, eye, excludeFaded, out var drawDepthClicked, out var renderOrder, out var bottom))
{
foundEntities.Add((entity.Uid, drawDepthClicked, renderOrder, bottom));
}