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:
committed by
GitHub
parent
a7fad5d439
commit
ef42fb3806
31
Content.Client/Clothing/Systems/WaddleClothingSystem.cs
Normal file
31
Content.Client/Clothing/Systems/WaddleClothingSystem.cs
Normal file
@@ -0,0 +1,31 @@
|
|||||||
|
using Content.Shared.Clothing.Components;
|
||||||
|
using Content.Shared.Movement.Components;
|
||||||
|
using Content.Shared.Inventory.Events;
|
||||||
|
|
||||||
|
namespace Content.Client.Clothing.Systems;
|
||||||
|
|
||||||
|
public sealed class WaddleClothingSystem : EntitySystem
|
||||||
|
{
|
||||||
|
public override void Initialize()
|
||||||
|
{
|
||||||
|
base.Initialize();
|
||||||
|
|
||||||
|
SubscribeLocalEvent<WaddleWhenWornComponent, GotEquippedEvent>(OnGotEquipped);
|
||||||
|
SubscribeLocalEvent<WaddleWhenWornComponent, GotUnequippedEvent>(OnGotUnequipped);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnGotEquipped(EntityUid entity, WaddleWhenWornComponent comp, GotEquippedEvent args)
|
||||||
|
{
|
||||||
|
var waddleAnimComp = EnsureComp<WaddleAnimationComponent>(args.Equipee);
|
||||||
|
|
||||||
|
waddleAnimComp.AnimationLength = comp.AnimationLength;
|
||||||
|
waddleAnimComp.HopIntensity = comp.HopIntensity;
|
||||||
|
waddleAnimComp.RunAnimationLengthMultiplier = comp.RunAnimationLengthMultiplier;
|
||||||
|
waddleAnimComp.TumbleIntensity = comp.TumbleIntensity;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnGotUnequipped(EntityUid entity, WaddleWhenWornComponent comp, GotUnequippedEvent args)
|
||||||
|
{
|
||||||
|
RemComp<WaddleAnimationComponent>(args.Equipee);
|
||||||
|
}
|
||||||
|
}
|
||||||
135
Content.Client/Movement/Systems/WaddleAnimationSystem.cs
Normal file
135
Content.Client/Movement/Systems/WaddleAnimationSystem.cs
Normal file
@@ -0,0 +1,135 @@
|
|||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,35 @@
|
|||||||
|
using System.Numerics;
|
||||||
|
|
||||||
|
namespace Content.Shared.Clothing.Components;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Defines something as causing waddling when worn.
|
||||||
|
/// </summary>
|
||||||
|
[RegisterComponent]
|
||||||
|
public sealed partial class WaddleWhenWornComponent : Component
|
||||||
|
{
|
||||||
|
///<summary>
|
||||||
|
/// How high should they hop during the waddle? Higher hop = more energy.
|
||||||
|
/// </summary>
|
||||||
|
[DataField]
|
||||||
|
public Vector2 HopIntensity = new(0, 0.25f);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// How far should they rock backward and forward during the waddle?
|
||||||
|
/// Each step will alternate between this being a positive and negative rotation. More rock = more scary.
|
||||||
|
/// </summary>
|
||||||
|
[DataField]
|
||||||
|
public float TumbleIntensity = 20.0f;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// How long should a complete step take? Less time = more chaos.
|
||||||
|
/// </summary>
|
||||||
|
[DataField]
|
||||||
|
public float AnimationLength = 0.66f;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// How much shorter should the animation be when running?
|
||||||
|
/// </summary>
|
||||||
|
[DataField]
|
||||||
|
public float RunAnimationLengthMultiplier = 0.568f;
|
||||||
|
}
|
||||||
@@ -0,0 +1,72 @@
|
|||||||
|
using System.Numerics;
|
||||||
|
|
||||||
|
namespace Content.Shared.Movement.Components;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Declares that an entity has started to waddle like a duck/clown.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="Entity">The newly be-waddled.</param>
|
||||||
|
[ByRefEvent]
|
||||||
|
public record struct StartedWaddlingEvent(EntityUid Entity)
|
||||||
|
{
|
||||||
|
public EntityUid Entity = Entity;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Declares that an entity has stopped waddling like a duck/clown.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="Entity">The former waddle-er.</param>
|
||||||
|
[ByRefEvent]
|
||||||
|
public record struct StoppedWaddlingEvent(EntityUid Entity)
|
||||||
|
{
|
||||||
|
public EntityUid Entity = Entity;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Defines something as having a waddle animation when it moves.
|
||||||
|
/// </summary>
|
||||||
|
[RegisterComponent]
|
||||||
|
public sealed partial class WaddleAnimationComponent : Component
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// What's the name of this animation? Make sure it's unique so it can play along side other animations.
|
||||||
|
/// This prevents someone accidentally causing two identical waddling effects to play on someone at the same time.
|
||||||
|
/// </summary>
|
||||||
|
[DataField]
|
||||||
|
public string KeyName = "Waddle";
|
||||||
|
|
||||||
|
///<summary>
|
||||||
|
/// How high should they hop during the waddle? Higher hop = more energy.
|
||||||
|
/// </summary>
|
||||||
|
[DataField]
|
||||||
|
public Vector2 HopIntensity = new(0, 0.25f);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// How far should they rock backward and forward during the waddle?
|
||||||
|
/// Each step will alternate between this being a positive and negative rotation. More rock = more scary.
|
||||||
|
/// </summary>
|
||||||
|
[DataField]
|
||||||
|
public float TumbleIntensity = 20.0f;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// How long should a complete step take? Less time = more chaos.
|
||||||
|
/// </summary>
|
||||||
|
[DataField]
|
||||||
|
public float AnimationLength = 0.66f;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// How much shorter should the animation be when running?
|
||||||
|
/// </summary>
|
||||||
|
[DataField]
|
||||||
|
public float RunAnimationLengthMultiplier = 0.568f;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Stores which step we made last, so if someone cancels out of the animation mid-step then restarts it looks more natural.
|
||||||
|
/// </summary>
|
||||||
|
public bool LastStep;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Stores if we're currently waddling so we can start/stop as appropriate and can tell other systems our state.
|
||||||
|
/// </summary>
|
||||||
|
public bool IsCurrentlyWaddling;
|
||||||
|
}
|
||||||
@@ -15,6 +15,7 @@
|
|||||||
parent: [ClothingShoesBaseButcherable, ClothingSlotBase]
|
parent: [ClothingShoesBaseButcherable, ClothingSlotBase]
|
||||||
id: ClothingShoesClownBase
|
id: ClothingShoesClownBase
|
||||||
components:
|
components:
|
||||||
|
- type: WaddleWhenWorn
|
||||||
- type: ItemSlots
|
- type: ItemSlots
|
||||||
slots:
|
slots:
|
||||||
item:
|
item:
|
||||||
|
|||||||
Reference in New Issue
Block a user