using Content.Shared.Weapons;
using Content.Shared.Weapons.Melee;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.Animations;
using Robust.Shared.Utility;
namespace Content.Client.Weapons.Melee;
public sealed partial class MeleeWeaponSystem
{
///
/// It's a little on the long side but given we use multiple colours denoting what happened it makes it easier to register.
///
private const float DamageAnimationLength = 0.30f;
private const string DamageAnimationKey = "damage-effect";
private void InitializeEffect()
{
SubscribeLocalEvent(OnEffectAnimation);
}
private void OnEffectAnimation(EntityUid uid, DamageEffectComponent component, AnimationCompletedEvent args)
{
if (args.Key != DamageAnimationKey)
return;
if (TryComp(uid, out var sprite))
{
sprite.Color = component.Color;
}
RemCompDeferred(uid);
}
///
/// Gets the red effect animation whenever the server confirms something is hit
///
private Animation? GetDamageAnimation(EntityUid uid, Color color, SpriteComponent? sprite = null)
{
if (!Resolve(uid, ref sprite, false))
return null;
// 90% of them are going to be this so why allocate a new class.
return new Animation
{
Length = TimeSpan.FromSeconds(DamageAnimationLength),
AnimationTracks =
{
new AnimationTrackComponentProperty
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Color),
InterpolationMode = AnimationInterpolationMode.Linear,
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(color * sprite.Color, 0f),
new AnimationTrackProperty.KeyFrame(sprite.Color, DamageAnimationLength)
}
}
}
};
}
private void OnDamageEffect(DamageEffectEvent ev)
{
var color = ev.Color;
foreach (var ent in ev.Entities)
{
if (Deleted(ent))
{
continue;
}
var player = EnsureComp(ent);
player.NetSyncEnabled = false;
// Need to stop the existing animation first to ensure the sprite color is fixed.
// Otherwise we might lerp to a red colour instead.
if (_animation.HasRunningAnimation(ent, player, DamageAnimationKey))
{
_animation.Stop(ent, player, DamageAnimationKey);
}
if (!TryComp(ent, out var sprite))
{
continue;
}
if (TryComp(ent, out var effect))
{
sprite.Color = effect.Color;
}
var animation = GetDamageAnimation(ent, color, sprite);
if (animation == null)
continue;
var comp = EnsureComp(ent);
comp.NetSyncEnabled = false;
comp.Color = sprite.Color;
_animation.Play(player, animation, DamageAnimationKey);
}
}
}