Files
tbd-station-14/Content.Client/Weapons/Ranged/GunSpreadOverlay.cs
2022-06-04 14:19:14 +10:00

77 lines
2.8 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 IEyeManager _eye;
private IGameTiming _timing;
private IInputManager _input;
private IPlayerManager _player;
private 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.LocalPlayer?.ControlledEntity;
if (player == null ||
!_entManager.TryGetComponent<TransformComponent>(player, out var xform)) return;
var mapPos = xform.MapPosition;
if (mapPos.MapId == MapId.Nullspace) return;
var gun = _guns.GetGun(player.Value);
if (gun == null) return;
var mouseScreenPos = _input.MouseScreenPosition;
var mousePos = _eye.ScreenToMap(mouseScreenPos);
if (mapPos.MapId != mousePos.MapId) return;
// (☞゚ヮ゚)☞
var maxSpread = gun.MaxAngle;
var minSpread = gun.MinAngle;
var timeSinceLastFire = (_timing.CurTime - gun.NextFire).TotalSeconds;
var currentAngle = new Angle(MathHelper.Clamp(gun.CurrentAngle.Theta - gun.AngleDecay.Theta * timeSinceLastFire,
gun.MinAngle.Theta, gun.MaxAngle.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);
}
}