Clown shoes make you waddle, as God intended (#26338)

* Clown shoes make you waddle, as God intended

* OOPS

* Toned down, client system name fix

* Tidy namespacing for @deltanedas

* Refactor to handle prediction better, etc.

* Resolve PR comments.
This commit is contained in:
Hannah Giovanna Dawson
2024-04-14 13:12:54 +01:00
committed by GitHub
parent a7fad5d439
commit ef42fb3806
5 changed files with 274 additions and 0 deletions

View File

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using System.Numerics;
using Content.Client.Gravity;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Events;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.Animations;
using Robust.Shared.Timing;
namespace Content.Client.Movement.Systems;
public sealed class WaddleAnimationSystem : EntitySystem
{
[Dependency] private readonly AnimationPlayerSystem _animation = default!;
[Dependency] private readonly GravitySystem _gravity = default!;
[Dependency] private readonly IGameTiming _timing = default!;
public override void Initialize()
{
SubscribeLocalEvent<WaddleAnimationComponent, MoveInputEvent>(OnMovementInput);
SubscribeLocalEvent<WaddleAnimationComponent, StartedWaddlingEvent>(OnStartedWalking);
SubscribeLocalEvent<WaddleAnimationComponent, StoppedWaddlingEvent>(OnStoppedWalking);
SubscribeLocalEvent<WaddleAnimationComponent, AnimationCompletedEvent>(OnAnimationCompleted);
}
private void OnMovementInput(EntityUid entity, WaddleAnimationComponent component, MoveInputEvent args)
{
// Prediction mitigation. Prediction means that MoveInputEvents are spammed repeatedly, even though you'd assume
// they're once-only for the user actually doing something. As such do nothing if we're just repeating this FoR.
if (!_timing.IsFirstTimePredicted)
{
return;
}
if (!args.HasDirectionalMovement && component.IsCurrentlyWaddling)
{
component.IsCurrentlyWaddling = false;
var stopped = new StoppedWaddlingEvent(entity);
RaiseLocalEvent(entity, ref stopped);
return;
}
// Only start waddling if we're not currently AND we're actually moving.
if (component.IsCurrentlyWaddling || !args.HasDirectionalMovement)
return;
component.IsCurrentlyWaddling = true;
var started = new StartedWaddlingEvent(entity);
RaiseLocalEvent(entity, ref started);
}
private void OnStartedWalking(EntityUid uid, WaddleAnimationComponent component, StartedWaddlingEvent args)
{
if (_animation.HasRunningAnimation(uid, component.KeyName))
{
return;
}
if (!TryComp<InputMoverComponent>(uid, out var mover))
{
return;
}
if (_gravity.IsWeightless(uid))
{
return;
}
var tumbleIntensity = component.LastStep ? 360 - component.TumbleIntensity : component.TumbleIntensity;
var len = mover.Sprinting ? component.AnimationLength * component.RunAnimationLengthMultiplier : component.AnimationLength;
component.LastStep = !component.LastStep;
component.IsCurrentlyWaddling = true;
var anim = new Animation()
{
Length = TimeSpan.FromSeconds(len),
AnimationTracks =
{
new AnimationTrackComponentProperty()
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Rotation),
InterpolationMode = AnimationInterpolationMode.Linear,
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(0), 0),
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(tumbleIntensity), len/2),
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(0), len/2),
}
},
new AnimationTrackComponentProperty()
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Offset),
InterpolationMode = AnimationInterpolationMode.Linear,
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(new Vector2(), 0),
new AnimationTrackProperty.KeyFrame(component.HopIntensity, len/2),
new AnimationTrackProperty.KeyFrame(new Vector2(), len/2),
}
}
}
};
_animation.Play(uid, anim, component.KeyName);
}
private void OnStoppedWalking(EntityUid uid, WaddleAnimationComponent component, StoppedWaddlingEvent args)
{
_animation.Stop(uid, component.KeyName);
if (!TryComp<SpriteComponent>(uid, out var sprite))
{
return;
}
sprite.Offset = new Vector2();
sprite.Rotation = Angle.FromDegrees(0);
component.IsCurrentlyWaddling = false;
}
private void OnAnimationCompleted(EntityUid uid, WaddleAnimationComponent component, AnimationCompletedEvent args)
{
var started = new StartedWaddlingEvent(uid);
RaiseLocalEvent(uid, ref started);
}
}