* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
109 lines
3.4 KiB
C#
109 lines
3.4 KiB
C#
#nullable enable
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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.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Network;
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using Robust.Shared.Players;
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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 = 15f;
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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 = 0.1f;
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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 = 2f;
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private Vector2 _currentKick;
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private float _lastKickTime;
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[ComponentDependency]
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private readonly EyeComponent? _eye = default;
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// Basically I needed a way to chain this effect for the attack lunge animation.
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// Sorry!
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public Vector2 BaseOffset { get; set; }
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public override void Kick(Vector2 recoil)
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{
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if (float.IsNaN(recoil.X) || float.IsNaN(recoil.Y))
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{
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Logger.Error($"CameraRecoilComponent on entity {Owner.Uid} passed a NaN recoil value. Ignoring.");
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return;
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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 HandleNetworkMessage(ComponentMessage message, INetChannel channel, ICommonSession? session = null)
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{
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base.HandleNetworkMessage(message, channel, session);
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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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_lastKickTime += frameTime;
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var restoreRate = MathHelper.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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if (_eye != null) _eye.Offset = BaseOffset + _currentKick;
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}
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}
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}
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