Use red damage animation for guns too (#10938)
This commit is contained in:
112
Content.Client/Weapons/Melee/MeleeWeaponSystem.Effects.cs
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112
Content.Client/Weapons/Melee/MeleeWeaponSystem.Effects.cs
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using Content.Shared.Weapons;
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using Content.Shared.Weapons.Melee;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Shared.Utility;
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namespace Content.Client.Weapons.Melee;
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public sealed partial class MeleeWeaponSystem
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{
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private static readonly Animation DefaultDamageAnimation = new()
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{
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Length = TimeSpan.FromSeconds(DamageAnimationLength),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty()
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Color),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(Color.Red, 0f),
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new AnimationTrackProperty.KeyFrame(Color.White, DamageAnimationLength)
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}
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}
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}
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};
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private const float DamageAnimationLength = 0.15f;
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private const string DamageAnimationKey = "damage-effect";
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private void InitializeEffect()
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{
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SubscribeLocalEvent<DamageEffectComponent, AnimationCompletedEvent>(OnEffectAnimation);
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}
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private void OnEffectAnimation(EntityUid uid, DamageEffectComponent component, AnimationCompletedEvent args)
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{
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if (TryComp<SpriteComponent>(uid, out var sprite))
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{
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sprite.Color = component.Color;
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}
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RemCompDeferred<DamageEffectComponent>(uid);
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}
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/// <summary>
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/// Gets the red effect animation whenever the server confirms something is hit
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/// </summary>
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public Animation? GetDamageAnimation(EntityUid uid, SpriteComponent? sprite = null)
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{
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if (!Resolve(uid, ref sprite, false))
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return null;
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// 90% of them are going to be this so why allocate a new class.
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if (sprite.Color.Equals(Color.White))
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return DefaultDamageAnimation;
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return new Animation
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{
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Length = TimeSpan.FromSeconds(DamageAnimationLength),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty()
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Color),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(Color.Red * sprite.Color, 0f),
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new AnimationTrackProperty.KeyFrame(sprite.Color, DamageAnimationLength)
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}
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}
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}
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};
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}
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private void OnDamageEffect(DamageEffectEvent ev)
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{
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if (Deleted(ev.Entity))
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return;
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var player = EnsureComp<AnimationPlayerComponent>(ev.Entity);
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// Need to stop the existing animation first to ensure the sprite color is fixed.
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// Otherwise we might lerp to a red colour instead.
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if (_animation.HasRunningAnimation(ev.Entity, player, DamageAnimationKey))
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{
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_animation.Stop(ev.Entity, player, DamageAnimationKey);
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}
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if (!TryComp<SpriteComponent>(ev.Entity, out var sprite))
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{
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return;
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}
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if (TryComp<DamageEffectComponent>(ev.Entity, out var effect))
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{
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sprite.Color = effect.Color;
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}
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var animation = GetDamageAnimation(ev.Entity, sprite);
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if (animation == null)
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return;
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var comp = EnsureComp<DamageEffectComponent>(ev.Entity);
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comp.NetSyncEnabled = false;
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comp.Color = sprite.Color;
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_animation.Play(player, DefaultDamageAnimation, DamageAnimationKey);
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}
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}
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@@ -13,17 +13,19 @@ using static Content.Shared.Weapons.Melee.MeleeWeaponSystemMessages;
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namespace Content.Client.Weapons.Melee
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{
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[UsedImplicitly]
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public sealed class MeleeWeaponSystem : EntitySystem
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public sealed partial class MeleeWeaponSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly AnimationPlayerSystem _animation = default!;
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[Dependency] private readonly EffectSystem _effectSystem = default!;
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public override void Initialize()
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{
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InitializeEffect();
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SubscribeNetworkEvent<PlayMeleeWeaponAnimationMessage>(PlayWeaponArc);
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SubscribeNetworkEvent<PlayLungeAnimationMessage>(PlayLunge);
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SubscribeNetworkEvent<DamageEffectEvent>(OnDamageEffect);
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}
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public override void FrameUpdate(float frameTime)
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@@ -3,11 +3,14 @@ using Content.Server.Projectiles.Components;
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using Content.Shared.Camera;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.FixedPoint;
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using Content.Shared.Projectiles;
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using Content.Shared.Weapons.Melee;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Player;
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using GunSystem = Content.Server.Weapon.Ranged.Systems.GunSystem;
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namespace Content.Server.Projectiles
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@@ -45,6 +48,11 @@ namespace Content.Server.Projectiles
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if (modifiedDamage is not null && EntityManager.EntityExists(component.Shooter))
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{
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if (modifiedDamage.Total > FixedPoint2.Zero)
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{
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RaiseNetworkEvent(new DamageEffectEvent(otherEntity), Filter.Pvs(otherEntity, entityManager: EntityManager));
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}
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_adminLogger.Add(LogType.BulletHit,
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HasComp<ActorComponent>(otherEntity) ? LogImpact.Extreme : LogImpact.High,
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$"Projectile {ToPrettyString(component.Owner):projectile} shot by {ToPrettyString(component.Shooter):user} hit {ToPrettyString(otherEntity):target} and dealt {modifiedDamage.Total:damage} damage");
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@@ -65,7 +73,7 @@ namespace Content.Server.Projectiles
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if (component.ImpactEffect != null && TryComp<TransformComponent>(uid, out var xform))
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{
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RaiseNetworkEvent(new ImpactEffectEvent(component.ImpactEffect, xform.Coordinates));
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RaiseNetworkEvent(new ImpactEffectEvent(component.ImpactEffect, xform.Coordinates), Filter.Pvs(xform.Coordinates, entityMan: EntityManager));
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}
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}
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}
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@@ -6,6 +6,8 @@ using Content.Server.Weapon.Ranged.Components;
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using Content.Shared.Audio;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.FixedPoint;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Weapons.Ranged;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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@@ -124,6 +126,11 @@ public sealed partial class GunSystem : SharedGunSystem
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if (dmg != null)
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{
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if (dmg.Total > FixedPoint2.Zero)
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{
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RaiseNetworkEvent(new DamageEffectEvent(result.HitEntity), Filter.Pvs(result.HitEntity, entityManager: EntityManager));
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}
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PlayImpactSound(result.HitEntity, dmg, hitscan.Sound, hitscan.ForceSound);
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if (user != null)
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@@ -292,7 +299,7 @@ public sealed partial class GunSystem : SharedGunSystem
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if (sprites.Count > 0)
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{
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RaiseNetworkEvent(new HitscanEvent()
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RaiseNetworkEvent(new HitscanEvent
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{
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Sprites = sprites,
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}, Filter.Pvs(fromCoordinates, entityMan: EntityManager));
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11
Content.Shared/Weapons/DamageEffectComponent.cs
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11
Content.Shared/Weapons/DamageEffectComponent.cs
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@@ -0,0 +1,11 @@
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namespace Content.Shared.Weapons;
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/// <summary>
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/// Stores the original sprite color for a damaged entity to be able to restore it later.
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/// </summary>
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[RegisterComponent]
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public sealed class DamageEffectComponent : Component
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{
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[ViewVariables]
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public Color Color = Color.White;
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}
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17
Content.Shared/Weapons/Melee/DamageEffectEvent.cs
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17
Content.Shared/Weapons/Melee/DamageEffectEvent.cs
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@@ -0,0 +1,17 @@
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using Robust.Shared.Serialization;
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namespace Content.Shared.Weapons.Melee;
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/// <summary>
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/// Raised on the server and sent to a client to play the damage animation.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class DamageEffectEvent : EntityEventArgs
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{
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public EntityUid Entity;
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public DamageEffectEvent(EntityUid entity)
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{
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Entity = entity;
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}
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}
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