Improve sprite fading behaviour (#35863)
* Click through faded sprites * Count the mouse position for which sprites to fade
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@@ -1,8 +1,14 @@
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using System.Numerics;
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using Content.Client.Gameplay;
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using Content.Shared.Sprite;
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using Robust.Client.GameObjects;
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using Robust.Client.Input;
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using Robust.Client.Player;
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using Robust.Client.State;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Client.UserInterface;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Physics;
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namespace Content.Client.Sprite;
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@@ -17,6 +23,9 @@ public sealed class SpriteFadeSystem : EntitySystem
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IStateManager _stateManager = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly IUserInterfaceManager _uiManager = default!;
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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private readonly HashSet<FadingSpriteComponent> _comps = new();
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@@ -24,6 +33,11 @@ public sealed class SpriteFadeSystem : EntitySystem
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private EntityQuery<SpriteFadeComponent> _fadeQuery;
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private EntityQuery<FadingSpriteComponent> _fadingQuery;
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/// <summary>
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/// Radius of the mouse point for the intersection test
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/// </summary>
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private static Vector2 MouseRadius = new Vector2(10f * float.Epsilon, 10f * float.Epsilon);
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private const float TargetAlpha = 0.4f;
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private const float ChangeRate = 1f;
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@@ -46,46 +60,82 @@ public sealed class SpriteFadeSystem : EntitySystem
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sprite.Color = sprite.Color.WithAlpha(component.OriginalAlpha);
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}
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public override void FrameUpdate(float frameTime)
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/// <summary>
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/// Adds sprites to the fade set, and brings their alpha downwards
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/// </summary>
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private void FadeIn(float change)
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{
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base.FrameUpdate(frameTime);
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var player = _playerManager.LocalEntity;
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var change = ChangeRate * frameTime;
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// ExcludeBoundingBox is set if we don't want to fade this sprite within the collision bounding boxes for the given POI
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var pointsOfInterest = new List<(MapCoordinates Point, bool ExcludeBoundingBox)>();
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if (TryComp(player, out TransformComponent? playerXform) &&
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_stateManager.CurrentState is GameplayState state &&
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_spriteQuery.TryGetComponent(player, out var playerSprite))
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if (_uiManager.CurrentlyHovered is IViewportControl vp
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&& _inputManager.MouseScreenPosition.IsValid)
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{
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var mapPos = _transform.GetMapCoordinates(_playerManager.LocalEntity!.Value, xform: playerXform);
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pointsOfInterest.Add((vp.PixelToMap(_inputManager.MouseScreenPosition.Position), true));
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}
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// Also want to handle large entities even if they may not be clickable.
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foreach (var ent in state.GetClickableEntities(mapPos))
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if (TryComp(player, out TransformComponent? playerXform))
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{
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pointsOfInterest.Add((_transform.GetMapCoordinates(_playerManager.LocalEntity!.Value, xform: playerXform), false));
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}
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if (_stateManager.CurrentState is GameplayState state && _spriteQuery.TryGetComponent(player, out var playerSprite))
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{
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foreach (var (mapPos, excludeBB) in pointsOfInterest)
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{
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if (ent == player ||
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!_fadeQuery.HasComponent(ent) ||
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!_spriteQuery.TryGetComponent(ent, out var sprite) ||
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sprite.DrawDepth < playerSprite.DrawDepth)
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// Also want to handle large entities even if they may not be clickable.
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foreach (var ent in state.GetClickableEntities(mapPos, excludeFaded: false))
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{
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continue;
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}
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if (ent == player ||
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!_fadeQuery.HasComponent(ent) ||
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!_spriteQuery.TryGetComponent(ent, out var sprite) ||
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sprite.DrawDepth < playerSprite.DrawDepth)
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{
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continue;
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}
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if (!_fadingQuery.TryComp(ent, out var fading))
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{
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fading = AddComp<FadingSpriteComponent>(ent);
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fading.OriginalAlpha = sprite.Color.A;
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}
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if (excludeBB)
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{
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var test = new Box2Rotated(mapPos.Position - MouseRadius, mapPos.Position + MouseRadius);
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var collided = false;
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foreach (var fixture in _physics.GetCollidingEntities(mapPos.MapId, test))
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{
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if (fixture.Owner == ent)
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{
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collided = true;
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break;
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}
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}
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if (collided)
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{
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break;
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}
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}
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_comps.Add(fading);
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var newColor = Math.Max(sprite.Color.A - change, TargetAlpha);
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if (!_fadingQuery.TryComp(ent, out var fading))
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{
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fading = AddComp<FadingSpriteComponent>(ent);
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fading.OriginalAlpha = sprite.Color.A;
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}
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if (!sprite.Color.A.Equals(newColor))
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{
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sprite.Color = sprite.Color.WithAlpha(newColor);
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_comps.Add(fading);
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var newColor = Math.Max(sprite.Color.A - change, TargetAlpha);
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if (!sprite.Color.A.Equals(newColor))
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{
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sprite.Color = sprite.Color.WithAlpha(newColor);
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}
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}
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}
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}
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}
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/// <summary>
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/// Bring sprites back up to their original alpha if they aren't in the fade set, and removes their fade component when done
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/// </summary>
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private void FadeOut(float change)
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{
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var query = AllEntityQuery<FadingSpriteComponent>();
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while (query.MoveNext(out var uid, out var comp))
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{
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@@ -106,6 +156,16 @@ public sealed class SpriteFadeSystem : EntitySystem
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RemCompDeferred<FadingSpriteComponent>(uid);
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}
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}
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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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var change = ChangeRate * frameTime;
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FadeIn(change);
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FadeOut(change);
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_comps.Clear();
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}
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