* 1 warning in MechAssemblyVisualizerSystem * 2 warnings in RecyclerVisualizerSystem * 1 warning in ClusterGrenadeVisualizerSystem * 2 warnings in BarSignSystem * 4 warnings in AlertControl * 1 warning in ToolSystem * 2 warnings in PinpointerSystem * 2 warnings in ClientSpriteMovementSystem * 2 warnings in OptionsVisualizerSystem * 1 warning in FlatpackSystem * 1 warning in ZombieSystem * 1 warning in StackSystem * 1 warning in MiningOverlay * 1 warning in FlippableClothingVisualizerSystem * Guard clause for MechAssemblyVisualizerSystem * Get SpriteSystem in AlertControl constructor
43 lines
1.4 KiB
C#
43 lines
1.4 KiB
C#
using Content.Shared.Pinpointer;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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namespace Content.Client.Pinpointer;
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public sealed class PinpointerSystem : SharedPinpointerSystem
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{
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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// we want to show pinpointers arrow direction relative
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// to players eye rotation (like it was in SS13)
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// because eye can change it rotation anytime
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// we need to update this arrow in a update loop
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var query = EntityQueryEnumerator<PinpointerComponent, SpriteComponent>();
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while (query.MoveNext(out var uid, out var pinpointer, out var sprite))
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{
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if (!pinpointer.HasTarget)
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continue;
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var eye = _eyeManager.CurrentEye;
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var angle = pinpointer.ArrowAngle + eye.Rotation;
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switch (pinpointer.DistanceToTarget)
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{
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case Distance.Close:
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case Distance.Medium:
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case Distance.Far:
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_sprite.LayerSetRotation((uid, sprite), PinpointerLayers.Screen, angle);
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break;
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default:
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_sprite.LayerSetRotation((uid, sprite), PinpointerLayers.Screen, Angle.Zero);
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break;
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}
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}
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}
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}
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