* cant disguise to thing in a container * copy cigarette visualiser * prevent aghost throwing an error * make disguises die in space * fuck it rewrite it to not use polymorph * fix action troll * oop * add vebr * add access to the components * 2/3 * fix * relay damage from disguise to user * fix integrity * :trollface: * :trollface: * m * kill integrity * fix a bug * review * remove them from component * relay flash effect to the disguise * fix icon being weird * change method since multiple systems cant handle same network event * :trollface: * actually network Disguise real --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
145 lines
4.4 KiB
C#
145 lines
4.4 KiB
C#
using Content.Shared.Effects;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Shared.Animations;
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using Robust.Shared.Collections;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Client.Effects;
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public sealed class ColorFlashEffectSystem : SharedColorFlashEffectSystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly AnimationPlayerSystem _animation = default!;
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/// <summary>
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/// It's a little on the long side but given we use multiple colours denoting what happened it makes it easier to register.
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/// </summary>
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private const float AnimationLength = 0.30f;
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private const string AnimationKey = "color-flash-effect";
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private ValueList<EntityUid> _toRemove = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeAllEvent<ColorFlashEffectEvent>(OnColorFlashEffect);
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SubscribeLocalEvent<ColorFlashEffectComponent, AnimationCompletedEvent>(OnEffectAnimationCompleted);
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}
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public override void RaiseEffect(Color color, List<EntityUid> entities, Filter filter)
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{
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if (!_timing.IsFirstTimePredicted)
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return;
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OnColorFlashEffect(new ColorFlashEffectEvent(color, GetNetEntityList(entities)));
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}
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private void OnEffectAnimationCompleted(EntityUid uid, ColorFlashEffectComponent component, AnimationCompletedEvent args)
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{
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if (args.Key != AnimationKey)
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return;
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if (TryComp<SpriteComponent>(uid, out var sprite))
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{
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sprite.Color = component.Color;
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}
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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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var query = AllEntityQuery<ColorFlashEffectComponent>();
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_toRemove.Clear();
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// Can't use deferred removal on animation completion or it will cause issues.
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while (query.MoveNext(out var uid, out _))
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{
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if (_animation.HasRunningAnimation(uid, AnimationKey))
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continue;
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_toRemove.Add(uid);
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}
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foreach (var ent in _toRemove)
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{
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RemComp<ColorFlashEffectComponent>(ent);
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}
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}
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private Animation? GetDamageAnimation(EntityUid uid, Color color, SpriteComponent? sprite = null)
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{
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if (!Resolve(uid, ref sprite, false))
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return null;
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// 90% of them are going to be this so why allocate a new class.
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return new Animation
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{
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Length = TimeSpan.FromSeconds(AnimationLength),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Color),
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InterpolationMode = AnimationInterpolationMode.Linear,
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(color, 0f),
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new AnimationTrackProperty.KeyFrame(sprite.Color, AnimationLength)
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}
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}
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}
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};
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}
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private void OnColorFlashEffect(ColorFlashEffectEvent ev)
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{
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var color = ev.Color;
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foreach (var nent in ev.Entities)
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{
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var ent = GetEntity(nent);
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if (Deleted(ent) || !TryComp(ent, out SpriteComponent? sprite))
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{
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continue;
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}
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if (!TryComp(ent, out ColorFlashEffectComponent? comp))
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{
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#if DEBUG
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DebugTools.Assert(!_animation.HasRunningAnimation(ent, AnimationKey));
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#endif
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}
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_animation.Stop(ent, AnimationKey);
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var animation = GetDamageAnimation(ent, color, sprite);
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if (animation == null)
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{
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continue;
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}
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var targetEv = new GetFlashEffectTargetEvent(ent);
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RaiseLocalEvent(ent, ref targetEv);
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ent = targetEv.Target;
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EnsureComp<ColorFlashEffectComponent>(ent, out comp);
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comp.NetSyncEnabled = false;
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comp.Color = sprite.Color;
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_animation.Play(ent, animation, AnimationKey);
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}
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}
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}
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/// <summary>
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/// Raised on an entity to change the target for a color flash effect.
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/// </summary>
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[ByRefEvent]
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public record struct GetFlashEffectTargetEvent(EntityUid Target);
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