Files
tbd-station-14/Content.Client/Sprite/SpriteFadeSystem.cs
2023-01-05 16:45:23 +11:00

103 lines
3.4 KiB
C#

using Content.Client.Gameplay;
using Content.Shared.Sprite;
using Robust.Client.GameObjects;
using Robust.Client.Player;
using Robust.Client.State;
namespace Content.Client.Sprite;
public sealed class SpriteFadeSystem : EntitySystem
{
/*
* If the player entity is obstructed under the specified components then it will drop the alpha for that entity
* so the player is still visible.
*/
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IStateManager _stateManager = default!;
private readonly HashSet<FadingSpriteComponent> _comps = new();
private const float TargetAlpha = 0.4f;
private const float ChangeRate = 1f;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<FadingSpriteComponent, ComponentShutdown>(OnFadingShutdown);
}
private void OnFadingShutdown(EntityUid uid, FadingSpriteComponent component, ComponentShutdown args)
{
if (MetaData(uid).EntityLifeStage >= EntityLifeStage.Terminating || !TryComp<SpriteComponent>(uid, out var sprite))
return;
sprite.Color = sprite.Color.WithAlpha(component.OriginalAlpha);
}
public override void FrameUpdate(float frameTime)
{
base.FrameUpdate(frameTime);
var player = _playerManager.LocalPlayer?.ControlledEntity;
var spriteQuery = GetEntityQuery<SpriteComponent>();
var change = ChangeRate * frameTime;
if (TryComp<TransformComponent>(player, out var playerXform) &&
_stateManager.CurrentState is GameplayState state &&
spriteQuery.TryGetComponent(player, out var playerSprite))
{
var fadeQuery = GetEntityQuery<SpriteFadeComponent>();
var mapPos = playerXform.MapPosition;
// 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) ||
sprite.DrawDepth < playerSprite.DrawDepth)
{
continue;
}
if (!TryComp<FadingSpriteComponent>(ent, out var fading))
{
fading = AddComp<FadingSpriteComponent>(ent);
fading.OriginalAlpha = sprite.Color.A;
}
_comps.Add(fading);
var newColor = Math.Max(sprite.Color.A - change, TargetAlpha);
if (!sprite.Color.A.Equals(newColor))
{
sprite.Color = sprite.Color.WithAlpha(newColor);
}
}
}
foreach (var comp in EntityQuery<FadingSpriteComponent>(true))
{
if (_comps.Contains(comp))
continue;
if (!spriteQuery.TryGetComponent(comp.Owner, out var sprite))
continue;
var newColor = Math.Min(sprite.Color.A + change, comp.OriginalAlpha);
if (!newColor.Equals(sprite.Color.A))
{
sprite.Color = sprite.Color.WithAlpha(newColor);
}
else
{
RemCompDeferred<FadingSpriteComponent>(comp.Owner);
}
}
_comps.Clear();
}
}