74 lines
3.1 KiB
C#
74 lines
3.1 KiB
C#
using Content.Client.Rotation;
|
|
using Content.Shared.Buckle;
|
|
using Content.Shared.Buckle.Components;
|
|
using Content.Shared.Vehicle.Components;
|
|
using Robust.Client.GameObjects;
|
|
|
|
namespace Content.Client.Buckle;
|
|
|
|
internal sealed class BuckleSystem : SharedBuckleSystem
|
|
{
|
|
[Dependency] private readonly RotationVisualizerSystem _rotationVisualizerSystem = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<BuckleComponent, AfterAutoHandleStateEvent>(OnBuckleAfterAutoHandleState);
|
|
SubscribeLocalEvent<BuckleComponent, AppearanceChangeEvent>(OnAppearanceChange);
|
|
}
|
|
|
|
private void OnBuckleAfterAutoHandleState(EntityUid uid, BuckleComponent component, ref AfterAutoHandleStateEvent args)
|
|
{
|
|
ActionBlocker.UpdateCanMove(uid);
|
|
|
|
if (!TryComp<SpriteComponent>(uid, out var ownerSprite))
|
|
return;
|
|
|
|
if (HasComp<VehicleComponent>(component.LastEntityBuckledTo))
|
|
return;
|
|
|
|
// Adjust draw depth when the chair faces north so that the seat back is drawn over the player.
|
|
// Reset the draw depth when rotated in any other direction.
|
|
// TODO when ECSing, make this a visualizer
|
|
// This code was written before rotatable viewports were introduced, so hard-coding Direction.North
|
|
// and comparing it against LocalRotation now breaks this in other rotations. This is a FIXME, but
|
|
// better to get it working for most people before we look at a more permanent solution.
|
|
if (component is { Buckled: true, LastEntityBuckledTo: { } } &&
|
|
Transform(component.LastEntityBuckledTo.Value).LocalRotation.GetCardinalDir() == Direction.North &&
|
|
TryComp<SpriteComponent>(component.LastEntityBuckledTo, out var buckledSprite))
|
|
{
|
|
component.OriginalDrawDepth ??= ownerSprite.DrawDepth;
|
|
ownerSprite.DrawDepth = buckledSprite.DrawDepth - 1;
|
|
return;
|
|
}
|
|
|
|
// If here, we're not turning north and should restore the saved draw depth.
|
|
if (component.OriginalDrawDepth.HasValue)
|
|
{
|
|
ownerSprite.DrawDepth = component.OriginalDrawDepth.Value;
|
|
component.OriginalDrawDepth = null;
|
|
}
|
|
}
|
|
|
|
private void OnAppearanceChange(EntityUid uid, BuckleComponent component, ref AppearanceChangeEvent args)
|
|
{
|
|
if (!TryComp<RotationVisualsComponent>(uid, out var rotVisuals))
|
|
return;
|
|
|
|
if (!Appearance.TryGetData<int>(uid, StrapVisuals.RotationAngle, out var angle, args.Component) ||
|
|
!Appearance.TryGetData<bool>(uid, BuckleVisuals.Buckled, out var buckled, args.Component) ||
|
|
!buckled ||
|
|
args.Sprite == null)
|
|
{
|
|
_rotationVisualizerSystem.SetHorizontalAngle(uid, rotVisuals.DefaultRotation, rotVisuals);
|
|
return;
|
|
}
|
|
|
|
// Animate strapping yourself to something at a given angle
|
|
_rotationVisualizerSystem.SetHorizontalAngle(uid, Angle.FromDegrees(angle), rotVisuals);
|
|
// TODO: Dump this when buckle is better
|
|
_rotationVisualizerSystem.AnimateSpriteRotation(uid, args.Sprite, rotVisuals.HorizontalRotation, 0.125f);
|
|
}
|
|
}
|