* Update MoverController.cs * Update a bunch of movement code to use Entity<T> * Last errors * wow, there were more errors --------- Co-authored-by: plykiya <plykiya@protonmail.com>
52 lines
1.7 KiB
C#
52 lines
1.7 KiB
C#
using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Events;
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using Content.Shared.Movement.Systems;
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using Robust.Client.GameObjects;
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using Robust.Shared.Timing;
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namespace Content.Client.Movement.Systems;
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/// <summary>
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/// Handles setting sprite states based on whether an entity has movement input.
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/// </summary>
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public sealed class SpriteMovementSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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private EntityQuery<SpriteComponent> _spriteQuery;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SpriteMovementComponent, MoveInputEvent>(OnSpriteMoveInput);
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_spriteQuery = GetEntityQuery<SpriteComponent>();
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}
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private void OnSpriteMoveInput(EntityUid uid, SpriteMovementComponent component, ref MoveInputEvent args)
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{
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if (!_timing.IsFirstTimePredicted)
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return;
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var oldMoving = (SharedMoverController.GetNormalizedMovement(args.OldMovement) & MoveButtons.AnyDirection) != MoveButtons.None;
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var moving = (SharedMoverController.GetNormalizedMovement(args.Entity.Comp.HeldMoveButtons) & MoveButtons.AnyDirection) != MoveButtons.None;
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if (oldMoving == moving || !_spriteQuery.TryGetComponent(uid, out var sprite))
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return;
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if (moving)
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{
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foreach (var (layer, state) in component.MovementLayers)
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{
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sprite.LayerSetData(layer, state);
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}
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}
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else
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{
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foreach (var (layer, state) in component.NoMovementLayers)
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{
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sprite.LayerSetData(layer, state);
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}
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}
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}
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}
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