Files
tbd-station-14/Content.Client/Weapons/Ranged/GunSpreadOverlay.cs
Pieter-Jan Briers 68ce53ae17 Random spontaneous cleanup PR (#25131)
* Use new Subs.CVar helper

Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe.

This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown.

* Fix a bunch of warnings

* More warning fixes

* Use new DateTime serializer to get rid of ISerializationHooks in changelog code.

* Get rid of some more ISerializationHooks for enums

* And a little more

* Apply suggestions from code review

Co-authored-by: 0x6273 <0x40@keemail.me>

---------

Co-authored-by: 0x6273 <0x40@keemail.me>
2024-02-13 16:48:39 -05:00

81 lines
2.9 KiB
C#

using Content.Client.Weapons.Ranged.Systems;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Shared.Enums;
using Robust.Shared.Map;
using Robust.Shared.Timing;
namespace Content.Client.Weapons.Ranged;
public sealed class GunSpreadOverlay : Overlay
{
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private IEntityManager _entManager;
private readonly IEyeManager _eye;
private readonly IGameTiming _timing;
private readonly IInputManager _input;
private readonly IPlayerManager _player;
private readonly GunSystem _guns;
public GunSpreadOverlay(IEntityManager entManager, IEyeManager eyeManager, IGameTiming timing, IInputManager input, IPlayerManager player, GunSystem system)
{
_entManager = entManager;
_eye = eyeManager;
_input = input;
_timing = timing;
_player = player;
_guns = system;
}
protected override void Draw(in OverlayDrawArgs args)
{
var worldHandle = args.WorldHandle;
var player = _player.LocalEntity;
if (player == null ||
!_entManager.TryGetComponent<TransformComponent>(player, out var xform))
{
return;
}
var mapPos = xform.MapPosition;
if (mapPos.MapId == MapId.Nullspace)
return;
if (!_guns.TryGetGun(player.Value, out var gunUid, out var gun))
return;
var mouseScreenPos = _input.MouseScreenPosition;
var mousePos = _eye.PixelToMap(mouseScreenPos);
if (mapPos.MapId != mousePos.MapId)
return;
// (☞゚ヮ゚)☞
var maxSpread = gun.MaxAngleModified;
var minSpread = gun.MinAngleModified;
var timeSinceLastFire = (_timing.CurTime - gun.NextFire).TotalSeconds;
var currentAngle = new Angle(MathHelper.Clamp(gun.CurrentAngle.Theta - gun.AngleDecayModified.Theta * timeSinceLastFire,
gun.MinAngleModified.Theta, gun.MaxAngleModified.Theta));
var direction = (mousePos.Position - mapPos.Position);
worldHandle.DrawLine(mapPos.Position, mousePos.Position + direction, Color.Orange);
// Show max spread either side
worldHandle.DrawLine(mapPos.Position, mousePos.Position + maxSpread.RotateVec(direction), Color.Red);
worldHandle.DrawLine(mapPos.Position, mousePos.Position + (-maxSpread).RotateVec(direction), Color.Red);
// Show min spread either side
worldHandle.DrawLine(mapPos.Position, mousePos.Position + minSpread.RotateVec(direction), Color.Green);
worldHandle.DrawLine(mapPos.Position, mousePos.Position + (-minSpread).RotateVec(direction), Color.Green);
// Show current angle
worldHandle.DrawLine(mapPos.Position, mousePos.Position + currentAngle.RotateVec(direction), Color.Yellow);
worldHandle.DrawLine(mapPos.Position, mousePos.Position + (-currentAngle).RotateVec(direction), Color.Yellow);
}
}