Minor SpriteFade stuff (#35385)

This commit is contained in:
metalgearsloth
2025-02-23 00:37:00 +11:00
committed by GitHub
parent 879234c576
commit f32ca4efef

View File

@@ -20,12 +20,21 @@ public sealed class SpriteFadeSystem : EntitySystem
private readonly HashSet<FadingSpriteComponent> _comps = new();
private EntityQuery<SpriteComponent> _spriteQuery;
private EntityQuery<SpriteFadeComponent> _fadeQuery;
private EntityQuery<FadingSpriteComponent> _fadingQuery;
private const float TargetAlpha = 0.4f;
private const float ChangeRate = 1f;
public override void Initialize()
{
base.Initialize();
_spriteQuery = GetEntityQuery<SpriteComponent>();
_fadeQuery = GetEntityQuery<SpriteFadeComponent>();
_fadingQuery = GetEntityQuery<FadingSpriteComponent>();
SubscribeLocalEvent<FadingSpriteComponent, ComponentShutdown>(OnFadingShutdown);
}
@@ -42,28 +51,26 @@ public sealed class SpriteFadeSystem : EntitySystem
base.FrameUpdate(frameTime);
var player = _playerManager.LocalEntity;
var spriteQuery = GetEntityQuery<SpriteComponent>();
var change = ChangeRate * frameTime;
if (TryComp(player, out TransformComponent? playerXform) &&
_stateManager.CurrentState is GameplayState state &&
spriteQuery.TryGetComponent(player, out var playerSprite))
_spriteQuery.TryGetComponent(player, out var playerSprite))
{
var fadeQuery = GetEntityQuery<SpriteFadeComponent>();
var mapPos = _transform.GetMapCoordinates(_playerManager.LocalEntity!.Value, xform: playerXform);
// Also want to handle large entities even if they may not be clickable.
foreach (var ent in state.GetClickableEntities(mapPos))
{
if (ent == player ||
!fadeQuery.HasComponent(ent) ||
!spriteQuery.TryGetComponent(ent, out var sprite) ||
!_fadeQuery.HasComponent(ent) ||
!_spriteQuery.TryGetComponent(ent, out var sprite) ||
sprite.DrawDepth < playerSprite.DrawDepth)
{
continue;
}
if (!TryComp<FadingSpriteComponent>(ent, out var fading))
if (!_fadingQuery.TryComp(ent, out var fading))
{
fading = AddComp<FadingSpriteComponent>(ent);
fading.OriginalAlpha = sprite.Color.A;
@@ -85,7 +92,7 @@ public sealed class SpriteFadeSystem : EntitySystem
if (_comps.Contains(comp))
continue;
if (!spriteQuery.TryGetComponent(uid, out var sprite))
if (!_spriteQuery.TryGetComponent(uid, out var sprite))
continue;
var newColor = Math.Min(sprite.Color.A + change, comp.OriginalAlpha);