195 lines
6.2 KiB
C#
195 lines
6.2 KiB
C#
using System;
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using Content.Shared.Movement.Components;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Physics;
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using Robust.Client.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Timing;
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namespace Content.Client.Eye;
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public sealed class EyeLerpingSystem : EntitySystem
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{
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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// How fast the camera rotates in radians / s
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private const float CameraRotateSpeed = MathF.PI;
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// Safety override
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private const float LerpTimeMax = 1.5f;
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// Lerping information for the player's active eye.
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private readonly EyeLerpInformation _playerActiveEye = new();
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// Eyes other than the primary eye that are currently active.
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private readonly Dictionary<EntityUid, EyeLerpInformation> _activeEyes = new();
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private readonly List<EntityUid> _toRemove = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EyeComponent, ComponentShutdown>(OnEyeShutdown);
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UpdatesAfter.Add(typeof(TransformSystem));
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UpdatesAfter.Add(typeof(PhysicsSystem));
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UpdatesBefore.Add(typeof(EyeUpdateSystem));
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}
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private void OnEyeShutdown(EntityUid uid, EyeComponent component, ComponentShutdown args)
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{
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RemoveEye(uid);
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}
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public void AddEye(EntityUid uid)
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{
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if (!_activeEyes.ContainsKey(uid))
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{
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_activeEyes.Add(uid, new());
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}
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}
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public void RemoveEye(EntityUid uid)
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{
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if (_activeEyes.ContainsKey(uid))
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{
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_activeEyes.Remove(uid);
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}
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}
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public override void FrameUpdate(float frameTime)
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{
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if (!_gameTiming.IsFirstTimePredicted)
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return;
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// Always do this one.
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LerpPlayerEye(frameTime);
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foreach (var (entity, info) in _activeEyes)
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{
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LerpEntityEye(entity, info, frameTime);
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}
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if (_toRemove.Count != 0)
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{
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foreach (var entity in _toRemove)
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{
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RemoveEye(entity);
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}
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_toRemove.Clear();
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}
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}
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private void LerpPlayerEye(float frameTime)
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{
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if (_playerManager.LocalPlayer?.ControlledEntity is not {} mob || Deleted(mob))
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return;
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// We can't lerp if the mob can't move!
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if (!TryComp(mob, out IMoverComponent? mover))
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return;
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LerpEye(_eyeManager.CurrentEye, frameTime, mover.LastGridAngle, _playerActiveEye);
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}
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private void LerpEntityEye(EntityUid uid, EyeLerpInformation info, float frameTime)
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{
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if (!TryComp(uid, out TransformComponent? transform)
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|| !TryComp(uid, out EyeComponent? eye)
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|| eye.Eye == null
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|| !_mapManager.TryGetGrid(transform.GridEntityId, out var grid))
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{
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_toRemove.Add(uid);
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return;
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}
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LerpEye(eye.Eye, frameTime, grid.WorldRotation, info);
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}
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private void LerpEye(IEye eye, float frameTime, Angle lastAngle, EyeLerpInformation lerpInfo)
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{
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// Let's not turn the camera into a washing machine when the game starts.
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if (lerpInfo.LastGridAngle == null)
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{
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lerpInfo.LastGridAngle = lastAngle;
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eye.Rotation = -lastAngle;
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return;
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}
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// Check if the last lerp grid angle we have is not the same as the last mover grid angle...
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if (!lerpInfo.LastGridAngle.Value.EqualsApprox(lastAngle))
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{
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// And now, we start lerping.
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lerpInfo.LerpTo = lastAngle;
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lerpInfo.LastGridAngle = lastAngle;
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lerpInfo.LerpStartRotation = eye.Rotation;
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lerpInfo.Accumulator = 0f;
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}
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if (lerpInfo.LerpTo != null)
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{
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lerpInfo.Accumulator += frameTime;
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var lerpRot = -lerpInfo.LerpTo.Value.FlipPositive().Reduced();
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var startRot = lerpInfo.LerpStartRotation.FlipPositive().Reduced();
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var changeNeeded = Angle.ShortestDistance(startRot, lerpRot);
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if (changeNeeded.EqualsApprox(Angle.Zero))
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{
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// Nothing to do here!
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lerpInfo.Cleanup(eye);
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return;
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}
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// Get how much the camera should have moved by now. Make it faster depending on the change needed.
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var changeRot = (CameraRotateSpeed * Math.Max(1f, Math.Abs(changeNeeded) * 0.75f)) * lerpInfo.Accumulator * Math.Sign(changeNeeded);
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// How close is this from reaching the end?
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var percentage = (float)Math.Abs(changeRot / changeNeeded);
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eye.Rotation = Angle.Lerp(startRot, lerpRot, percentage);
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// Either we have overshot, or we have taken way too long on this, emergency reset time
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if (percentage >= 1.0f || lerpInfo.Accumulator >= LerpTimeMax)
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{
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lerpInfo.Cleanup(eye);
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}
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}
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else
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{
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// This makes it so rotating the camera manually is impossible...
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// However, it is needed. Why? Because of a funny (hilarious, even) race condition involving
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// ghosting, this system listening for attached mob changes, and the eye rotation being reset after our
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// changes back to zero because of an EyeComponent state coming from the server being applied.
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// At some point we'll need to come up with a solution for that. But for now, I just want to fix this.
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eye.Rotation = -lastAngle;
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}
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}
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private sealed class EyeLerpInformation
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{
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public Angle? LastGridAngle { get; set; }
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public Angle? LerpTo { get; set; }
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public Angle LerpStartRotation { get; set; }
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public float Accumulator { get; set; }
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public void Cleanup(IEye eye)
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{
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eye.Rotation = -LerpTo ?? Angle.Zero;
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LerpStartRotation = eye.Rotation;
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LerpTo = null;
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Accumulator = 0;
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}
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}
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}
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