Fix Melee swing effect rotation (#27494)

* Melee swing effect: Allow rotation

* Make melee weapon effects follow the user
This commit is contained in:
Magnus Larsen
2024-04-30 11:56:41 +00:00
committed by GitHub
parent bf3e9fe3b4
commit f1c36af0a5
3 changed files with 21 additions and 6 deletions

View File

@@ -6,6 +6,8 @@ namespace Content.Client.Weapons.Melee.Components;
[RegisterComponent]
public sealed partial class WeaponArcVisualsComponent : Component
{
public EntityUid? User;
[DataField("animation")]
public WeaponArcAnimation Animation = WeaponArcAnimation.None;

View File

@@ -55,7 +55,6 @@ public sealed partial class MeleeWeaponSystem
if (meleeWeaponComponent.SwingLeft)
angle *= -1;
}
sprite.NoRotation = true;
sprite.Rotation = localPos.ToWorldAngle();
var distance = Math.Clamp(localPos.Length() / 2f, 0.2f, 1f);
@@ -64,23 +63,22 @@ public sealed partial class MeleeWeaponSystem
switch (arcComponent.Animation)
{
case WeaponArcAnimation.Slash:
arcComponent.User = user;
_animation.Play(animationUid, GetSlashAnimation(sprite, angle, spriteRotation), SlashAnimationKey);
TransformSystem.SetParent(animationUid, xform, user, userXform);
if (arcComponent.Fadeout)
_animation.Play(animationUid, GetFadeAnimation(sprite, 0.065f, 0.065f + 0.05f), FadeAnimationKey);
break;
case WeaponArcAnimation.Thrust:
arcComponent.User = user;
_animation.Play(animationUid, GetThrustAnimation(sprite, distance, spriteRotation), ThrustAnimationKey);
TransformSystem.SetParent(animationUid, xform, user, userXform);
if (arcComponent.Fadeout)
_animation.Play(animationUid, GetFadeAnimation(sprite, 0.05f, 0.15f), FadeAnimationKey);
break;
case WeaponArcAnimation.None:
var (mapPos, mapRot) = TransformSystem.GetWorldPositionRotation(userXform);
TransformSystem.AttachToGridOrMap(animationUid, xform);
var worldPos = mapPos + (mapRot - userXform.LocalRotation).RotateVec(localPos);
var newLocalPos = TransformSystem.GetInvWorldMatrix(xform.ParentUid).Transform(worldPos);
TransformSystem.SetLocalPositionNoLerp(xform, newLocalPos);
TransformSystem.SetLocalPositionNoLerp(animationUid, newLocalPos, xform);
if (arcComponent.Fadeout)
_animation.Play(animationUid, GetFadeAnimation(sprite, 0f, 0.15f), FadeAnimationKey);
break;
@@ -98,7 +96,6 @@ public sealed partial class MeleeWeaponSystem
var endRotationOffset = endRotation.RotateVec(new Vector2(0f, -1f));
startRotation += spriteRotation;
endRotation += spriteRotation;
sprite.NoRotation = true;
return new Animation()
{
@@ -205,4 +202,19 @@ public sealed partial class MeleeWeaponSystem
}
};
}
/// <summary>
/// Updates the effect positions to follow the user
/// </summary>
void UpdateEffects(float frameTime)
{
var arcQuery = EntityQueryEnumerator<TransformComponent, WeaponArcVisualsComponent>();
while(arcQuery.MoveNext(out var uid, out var xform, out var arcComponent))
{
if (arcComponent.User == null)
continue;
var userPos = TransformSystem.GetWorldPosition(arcComponent.User.Value);
TransformSystem.SetWorldPosition(xform, userPos);
}
}
}

View File

@@ -46,6 +46,7 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
public override void Update(float frameTime)
{
base.Update(frameTime);
UpdateEffects(frameTime);
if (!Timing.IsFirstTimePredicted)
return;