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

@@ -1,4 +1,5 @@
using System.Numerics;
using Content.Client.Sprite;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Utility;
@@ -17,12 +18,14 @@ public sealed class ClickableSystem : EntitySystem
private EntityQuery<ClickableComponent> _clickableQuery;
private EntityQuery<TransformComponent> _xformQuery;
private EntityQuery<FadingSpriteComponent> _fadingSpriteQuery;
public override void Initialize()
{
base.Initialize();
_clickableQuery = GetEntityQuery<ClickableComponent>();
_xformQuery = GetEntityQuery<TransformComponent>();
_fadingSpriteQuery = GetEntityQuery<FadingSpriteComponent>();
}
/// <summary>
@@ -34,7 +37,7 @@ public sealed class ClickableSystem : EntitySystem
/// The draw depth for the sprite that captured the click.
/// </param>
/// <returns>True if the click worked, false otherwise.</returns>
public bool CheckClick(Entity<ClickableComponent?, SpriteComponent, TransformComponent?> entity, Vector2 worldPos, IEye eye, out int drawDepth, out uint renderOrder, out float bottom)
public bool CheckClick(Entity<ClickableComponent?, SpriteComponent, TransformComponent?, FadingSpriteComponent?> entity, Vector2 worldPos, IEye eye, bool excludeFaded, out int drawDepth, out uint renderOrder, out float bottom)
{
if (!_clickableQuery.Resolve(entity.Owner, ref entity.Comp1, false))
{
@@ -52,6 +55,14 @@ public sealed class ClickableSystem : EntitySystem
return false;
}
if (excludeFaded && _fadingSpriteQuery.Resolve(entity.Owner, ref entity.Comp4, false))
{
drawDepth = default;
renderOrder = default;
bottom = default;
return false;
}
var sprite = entity.Comp2;
var transform = entity.Comp3;

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));
}

View File

@@ -1,8 +1,14 @@
using System.Numerics;
using Content.Client.Gameplay;
using Content.Shared.Sprite;
using Robust.Client.GameObjects;
using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Client.State;
using Robust.Client.UserInterface.CustomControls;
using Robust.Client.UserInterface;
using Robust.Shared.Map;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Physics;
namespace Content.Client.Sprite;
@@ -17,6 +23,9 @@ public sealed class SpriteFadeSystem : EntitySystem
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IStateManager _stateManager = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly IUserInterfaceManager _uiManager = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
private readonly HashSet<FadingSpriteComponent> _comps = new();
@@ -24,6 +33,11 @@ public sealed class SpriteFadeSystem : EntitySystem
private EntityQuery<SpriteFadeComponent> _fadeQuery;
private EntityQuery<FadingSpriteComponent> _fadingQuery;
/// <summary>
/// Radius of the mouse point for the intersection test
/// </summary>
private static Vector2 MouseRadius = new Vector2(10f * float.Epsilon, 10f * float.Epsilon);
private const float TargetAlpha = 0.4f;
private const float ChangeRate = 1f;
@@ -46,21 +60,32 @@ public sealed class SpriteFadeSystem : EntitySystem
sprite.Color = sprite.Color.WithAlpha(component.OriginalAlpha);
}
public override void FrameUpdate(float frameTime)
/// <summary>
/// Adds sprites to the fade set, and brings their alpha downwards
/// </summary>
private void FadeIn(float change)
{
base.FrameUpdate(frameTime);
var player = _playerManager.LocalEntity;
var change = ChangeRate * frameTime;
// ExcludeBoundingBox is set if we don't want to fade this sprite within the collision bounding boxes for the given POI
var pointsOfInterest = new List<(MapCoordinates Point, bool ExcludeBoundingBox)>();
if (TryComp(player, out TransformComponent? playerXform) &&
_stateManager.CurrentState is GameplayState state &&
_spriteQuery.TryGetComponent(player, out var playerSprite))
if (_uiManager.CurrentlyHovered is IViewportControl vp
&& _inputManager.MouseScreenPosition.IsValid)
{
var mapPos = _transform.GetMapCoordinates(_playerManager.LocalEntity!.Value, xform: playerXform);
pointsOfInterest.Add((vp.PixelToMap(_inputManager.MouseScreenPosition.Position), true));
}
if (TryComp(player, out TransformComponent? playerXform))
{
pointsOfInterest.Add((_transform.GetMapCoordinates(_playerManager.LocalEntity!.Value, xform: playerXform), false));
}
if (_stateManager.CurrentState is GameplayState state && _spriteQuery.TryGetComponent(player, out var playerSprite))
{
foreach (var (mapPos, excludeBB) in pointsOfInterest)
{
// Also want to handle large entities even if they may not be clickable.
foreach (var ent in state.GetClickableEntities(mapPos))
foreach (var ent in state.GetClickableEntities(mapPos, excludeFaded: false))
{
if (ent == player ||
!_fadeQuery.HasComponent(ent) ||
@@ -70,6 +95,24 @@ public sealed class SpriteFadeSystem : EntitySystem
continue;
}
if (excludeBB)
{
var test = new Box2Rotated(mapPos.Position - MouseRadius, mapPos.Position + MouseRadius);
var collided = false;
foreach (var fixture in _physics.GetCollidingEntities(mapPos.MapId, test))
{
if (fixture.Owner == ent)
{
collided = true;
break;
}
}
if (collided)
{
break;
}
}
if (!_fadingQuery.TryComp(ent, out var fading))
{
fading = AddComp<FadingSpriteComponent>(ent);
@@ -85,7 +128,14 @@ public sealed class SpriteFadeSystem : EntitySystem
}
}
}
}
}
/// <summary>
/// Bring sprites back up to their original alpha if they aren't in the fade set, and removes their fade component when done
/// </summary>
private void FadeOut(float change)
{
var query = AllEntityQuery<FadingSpriteComponent>();
while (query.MoveNext(out var uid, out var comp))
{
@@ -106,6 +156,16 @@ public sealed class SpriteFadeSystem : EntitySystem
RemCompDeferred<FadingSpriteComponent>(uid);
}
}
}
public override void FrameUpdate(float frameTime)
{
base.FrameUpdate(frameTime);
var change = ChangeRate * frameTime;
FadeIn(change);
FadeOut(change);
_comps.Clear();
}

View File

@@ -80,7 +80,7 @@ namespace Content.IntegrationTests.Tests
var pos = clientEntManager.System<SharedTransformSystem>().GetWorldPosition(clientEnt);
hit = clientEntManager.System<ClickableSystem>().CheckClick((clientEnt, null, sprite, null), new Vector2(clickPosX, clickPosY) + pos, eye, out _, out _, out _);
hit = clientEntManager.System<ClickableSystem>().CheckClick((clientEnt, null, sprite, null), new Vector2(clickPosX, clickPosY) + pos, eye, false, out _, out _, out _);
});
await server.WaitPost(() =>