174 lines
5.9 KiB
C#
174 lines
5.9 KiB
C#
using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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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.Collections;
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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 IPlayerManager _playerManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly SharedMoverController _mover = default!;
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// Convenience variable for for VV.
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[ViewVariables]
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private IEnumerable<LerpingEyeComponent> ActiveEyes => EntityQuery<LerpingEyeComponent>();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EyeComponent, ComponentStartup>(OnEyeStartup);
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SubscribeLocalEvent<EyeComponent, ComponentShutdown>(OnEyeShutdown);
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SubscribeLocalEvent<LerpingEyeComponent, EntParentChangedMessage>(HandleMapChange);
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SubscribeLocalEvent<EyeComponent, PlayerAttachedEvent>(OnAttached);
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SubscribeLocalEvent<LerpingEyeComponent, PlayerDetachedEvent>(OnDetached);
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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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UpdatesOutsidePrediction = true;
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}
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private void OnEyeStartup(EntityUid uid, EyeComponent component, ComponentStartup args)
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{
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if (_playerManager.LocalPlayer?.ControlledEntity == uid)
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AddEye(uid, component, true);
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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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RemCompDeferred<LerpingEyeComponent>(uid);
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}
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// TODO replace this with some way of automatically getting and including any eyes that are associated with a viewport / render able thingy.
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public void AddEye(EntityUid uid, EyeComponent? component = null, bool automatic = false)
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{
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if (!Resolve(uid, ref component))
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return;
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var lerpInfo = EnsureComp<LerpingEyeComponent>(uid);
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lerpInfo.TargetRotation = GetRotation(uid);
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lerpInfo.LastRotation = lerpInfo.TargetRotation;
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lerpInfo.ManuallyAdded |= !automatic;
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if (component.Eye != null)
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component.Eye.Rotation = lerpInfo.TargetRotation;
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}
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public void RemoveEye(EntityUid uid)
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{
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if (!TryComp(uid, out LerpingEyeComponent? lerp))
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return;
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// If this is the currently controlled entity, we keep the component.
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if (_playerManager.LocalPlayer?.ControlledEntity == uid)
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lerp.ManuallyAdded = false;
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else
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RemComp(uid, lerp);
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}
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private void HandleMapChange(EntityUid uid, LerpingEyeComponent component, ref EntParentChangedMessage args)
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{
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// Is this actually a map change? If yes, stop any lerps
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if (args.OldMapId != args.Transform.MapID)
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component.LastRotation = GetRotation(uid, args.Transform);
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}
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private void OnAttached(EntityUid uid, EyeComponent component, PlayerAttachedEvent args)
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{
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AddEye(uid, component, true);
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}
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private void OnDetached(EntityUid uid, LerpingEyeComponent component, PlayerDetachedEvent args)
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{
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if (!component.ManuallyAdded)
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RemCompDeferred(uid, component);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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if (!_gameTiming.IsFirstTimePredicted)
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return;
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// Set all of our eye rotations to the relevant values.
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foreach (var (lerpInfo, xform) in EntityQuery<LerpingEyeComponent, TransformComponent>())
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{
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lerpInfo.LastRotation = lerpInfo.TargetRotation;
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lerpInfo.TargetRotation = GetRotation(lerpInfo.Owner, xform);
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}
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}
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/// <summary>
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/// Does the eye need to lerp or is its rotation matched.
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/// </summary>
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private bool NeedsLerp(InputMoverComponent? mover)
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{
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if (mover == null)
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return false;
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if (mover.RelativeRotation.Equals(mover.TargetRelativeRotation))
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return false;
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return true;
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}
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private Angle GetRotation(EntityUid uid, TransformComponent? xform = null, InputMoverComponent? mover = null)
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{
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if (!Resolve(uid, ref xform))
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return Angle.Zero;
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// If we can move then tie our eye to our inputs (these also get lerped so it should be fine).
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if (Resolve(uid, ref mover, false))
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{
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return -_mover.GetParentGridAngle(mover);
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}
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// if not tied to a mover then lock it to map / grid
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var relative = xform.GridUid ?? xform.MapUid;
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if (relative != null)
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return -Transform(relative.Value).WorldRotation;
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return Angle.Zero;
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}
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public override void FrameUpdate(float frameTime)
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{
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var tickFraction = (float) _gameTiming.TickFraction / ushort.MaxValue;
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const double lerpMinimum = 0.00001;
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foreach (var (lerpInfo, eye, xform) in EntityQuery<LerpingEyeComponent, EyeComponent, TransformComponent>())
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{
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var entity = eye.Owner;
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TryComp<InputMoverComponent>(entity, out var mover);
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// This needs to be recomputed every frame, as if this is simply the grid rotation, then we need to account for grid angle lerping.
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lerpInfo.TargetRotation = GetRotation(entity, xform, mover);
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if (!NeedsLerp(mover))
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{
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eye.Rotation = lerpInfo.TargetRotation;
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continue;
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}
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var shortest = Angle.ShortestDistance(lerpInfo.LastRotation, lerpInfo.TargetRotation);
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if (Math.Abs(shortest.Theta) < lerpMinimum)
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{
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eye.Rotation = lerpInfo.TargetRotation;
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continue;
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}
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eye.Rotation = shortest * tickFraction + lerpInfo.LastRotation;
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}
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}
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}
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