Files
tbd-station-14/Content.Client/GameObjects/Components/Mobs/CameraRecoilComponent.cs
Pieter-Jan Briers 02d509fc5f Shitty combat mode & animations. (#367)
* Combat mode UI & targeting zones.

* Fix inventory hud positioning.

* Crappy attack animations.

* Import TG combat sounds

* More work on arcs.

* Implement hit sounds.

* Lunging, hit effects, some more stuff.
2019-09-26 22:32:32 +02:00

106 lines
3.2 KiB
C#

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