Files
tbd-station-14/Content.Shared/Jittering/SharedJitteringSystem.cs
Vera Aguilera Puerto 67fd509c9f Adds jittering. (#4809)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2021-10-09 17:30:04 +02:00

115 lines
4.4 KiB
C#

using System;
using System.Collections.Generic;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Timing;
namespace Content.Shared.Jittering
{
/// <summary>
/// A system for applying a jitter animation to any entity.
/// </summary>
public abstract class SharedJitteringSystem : EntitySystem
{
[Dependency] protected readonly IGameTiming GameTiming = default!;
public float MaxAmplitude = 300f;
public float MinAmplitude = 1f;
public float MaxFrequency = 10f;
public float MinFrequency = 1f;
/// <summary>
/// List of jitter components to be removed, cached so we don't allocate it every tick.
/// </summary>
private readonly List<JitteringComponent> _removeList = new();
public override void Initialize()
{
SubscribeLocalEvent<JitteringComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<JitteringComponent, ComponentHandleState>(OnHandleState);
}
private void OnGetState(EntityUid uid, JitteringComponent component, ref ComponentGetState args)
{
args.State = new JitteringComponentState(component.EndTime, component.Amplitude, component.Frequency);
}
private void OnHandleState(EntityUid uid, JitteringComponent component, ref ComponentHandleState args)
{
if (args.Current is not JitteringComponentState jitteringState)
return;
component.EndTime = jitteringState.EndTime;
component.Amplitude = jitteringState.Amplitude;
component.Frequency = jitteringState.Frequency;
}
/// <summary>
/// Applies a jitter effect to the specified entity.
/// You can apply this to any entity whatsoever, so be careful what you use it on!
/// </summary>
/// <remarks>
/// If the entity is already jittering, the jitter values will be updated but only if they're greater
/// than the current ones and <see cref="forceValueChange"/> is false.
/// </remarks>
/// <param name="uid">Entity in question.</param>
/// <param name="time">For how much time to apply the effect.</param>
/// <param name="amplitude">Jitteriness of the animation. See <see cref="MaxAmplitude"/> and <see cref="MinAmplitude"/>.</param>
/// <param name="frequency">Frequency for jittering. See <see cref="MaxFrequency"/> and <see cref="MinFrequency"/>.</param>
/// <param name="forceValueChange">Whether to change any existing jitter value even if they're greater than the ones we're setting.</param>
public void DoJitter(EntityUid uid, TimeSpan time, float amplitude = 10f, float frequency = 4f, bool forceValueChange = false)
{
var jittering = EntityManager.EnsureComponent<JitteringComponent>(uid);
var endTime = GameTiming.CurTime + time;
amplitude = Math.Clamp(amplitude, MinAmplitude, MaxAmplitude);
frequency = Math.Clamp(frequency, MinFrequency, MaxFrequency);
if (forceValueChange || jittering.EndTime < endTime)
jittering.EndTime = endTime;
if(forceValueChange || jittering.Amplitude < amplitude)
jittering.Amplitude = amplitude;
if (forceValueChange || jittering.Frequency < frequency)
jittering.Frequency = frequency;
jittering.Dirty();
}
/// <summary>
/// Immediately stops any jitter animation from an entity.
/// </summary>
/// <param name="uid">The entity in question.</param>
public void StopJitter(EntityUid uid)
{
if (!EntityManager.HasComponent<JitteringComponent>(uid))
return;
EntityManager.RemoveComponent<JitteringComponent>(uid);
}
public override void Update(float frameTime)
{
foreach (var jittering in EntityManager.EntityQuery<JitteringComponent>())
{
if(jittering.EndTime <= GameTiming.CurTime)
_removeList.Add(jittering);
}
if (_removeList.Count == 0)
return;
foreach (var jittering in _removeList)
{
jittering.Owner.RemoveComponent<JitteringComponent>();
}
_removeList.Clear();
}
}
}