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