102 lines
3.1 KiB
C#
102 lines
3.1 KiB
C#
using System;
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using Content.Shared.GameObjects.Components.Mobs;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.Maths;
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namespace Content.Client.GameObjects.Components.Mobs
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedCameraRecoilComponent))]
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public sealed class CameraRecoilComponent : SharedCameraRecoilComponent
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{
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// Maximum rate of magnitude restore towards 0 kick.
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private const float RestoreRateMax = 2f;
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// Minimum rate of magnitude restore towards 0 kick.
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private const float RestoreRateMin = 1f;
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// Time in seconds since the last kick that lerps RestoreRateMin and RestoreRateMax
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private const float RestoreRateRamp = 0.05f;
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// The maximum magnitude of the kick applied to the camera at any point.
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private const float KickMagnitudeMax = 0.25f;
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private Vector2 _currentKick;
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private float _lastKickTime;
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private EyeComponent _eye;
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public override void Initialize()
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{
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base.Initialize();
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_eye = Owner.GetComponent<EyeComponent>();
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}
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public override void Kick(Vector2 recoil)
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{
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// Use really bad math to "dampen" kicks when we're already kicked.
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var existing = _currentKick.Length;
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var dampen = existing/KickMagnitudeMax;
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_currentKick += recoil * (1-dampen);
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if (_currentKick.Length > KickMagnitudeMax)
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{
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_currentKick = _currentKick.Normalized * KickMagnitudeMax;
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}
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_lastKickTime = 0;
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_updateEye();
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}
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public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null, IComponent component = null)
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{
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base.HandleMessage(message, netChannel, component);
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switch (message)
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{
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case RecoilKickMessage msg:
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Kick(msg.Recoil);
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break;
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}
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}
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public void FrameUpdate(float frameTime)
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{
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var magnitude = _currentKick.Length;
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if (magnitude <= 0.005f)
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{
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_currentKick = Vector2.Zero;
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_updateEye();
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return;
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}
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// Continually restore camera to 0.
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var normalized = _currentKick.Normalized;
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var restoreRate = FloatMath.Lerp(RestoreRateMin, RestoreRateMax, Math.Min(1, _lastKickTime/RestoreRateRamp));
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var restore = normalized * restoreRate * frameTime;
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var (x, y) = _currentKick - restore;
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if (Math.Sign(x) != Math.Sign(_currentKick.X))
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{
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x = 0;
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}
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if (Math.Sign(y) != Math.Sign(_currentKick.Y))
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{
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y = 0;
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}
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_currentKick = (x, y);
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_updateEye();
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}
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private void _updateEye()
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{
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_eye.Offset = _currentKick;
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}
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}
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}
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