Summary of the problem is in the corresponding engine commit: a4ea5a4620
This commit requires engine master right now.
I think #29144 is probably the most severe one, but I touched Jittering and RotatingLight too since they seemed sus too.
Fixes #29144
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
106 lines
4.0 KiB
C#
106 lines
4.0 KiB
C#
using System.Numerics;
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using Content.Shared.Jittering;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Shared.Random;
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namespace Content.Client.Jittering
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{
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public sealed class JitteringSystem : SharedJitteringSystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly AnimationPlayerSystem _animationPlayer = default!;
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private readonly float[] _sign = { -1, 1 };
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private readonly string _jitterAnimationKey = "jittering";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<JitteringComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<JitteringComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<JitteringComponent, AnimationCompletedEvent>(OnAnimationCompleted);
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}
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private void OnStartup(EntityUid uid, JitteringComponent jittering, ComponentStartup args)
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{
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if (!TryComp(uid, out SpriteComponent? sprite))
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return;
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var animationPlayer = EnsureComp<AnimationPlayerComponent>(uid);
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jittering.StartOffset = sprite.Offset;
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_animationPlayer.Play(uid, animationPlayer, GetAnimation(jittering, sprite), _jitterAnimationKey);
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}
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private void OnShutdown(EntityUid uid, JitteringComponent jittering, ComponentShutdown args)
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{
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if (TryComp(uid, out AnimationPlayerComponent? animationPlayer))
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_animationPlayer.Stop(uid, animationPlayer, _jitterAnimationKey);
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if (TryComp(uid, out SpriteComponent? sprite))
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sprite.Offset = jittering.StartOffset;
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}
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private void OnAnimationCompleted(EntityUid uid, JitteringComponent jittering, AnimationCompletedEvent args)
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{
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if(args.Key != _jitterAnimationKey)
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return;
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if (!args.Finished)
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return;
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if (TryComp(uid, out AnimationPlayerComponent? animationPlayer)
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&& TryComp(uid, out SpriteComponent? sprite))
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_animationPlayer.Play(uid, animationPlayer, GetAnimation(jittering, sprite), _jitterAnimationKey);
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}
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private Animation GetAnimation(JitteringComponent jittering, SpriteComponent sprite)
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{
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var amplitude = MathF.Min(4f, jittering.Amplitude / 100f + 1f) / 10f;
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var offset = new Vector2(_random.NextFloat(amplitude/4f, amplitude),
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_random.NextFloat(amplitude / 4f, amplitude / 3f));
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offset.X *= _random.Pick(_sign);
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offset.Y *= _random.Pick(_sign);
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if (Math.Sign(offset.X) == Math.Sign(jittering.LastJitter.X)
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|| Math.Sign(offset.Y) == Math.Sign(jittering.LastJitter.Y))
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{
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// If the sign is the same as last time on both axis we flip one randomly
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// to avoid jitter staying in one quadrant too much.
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if (_random.Prob(0.5f))
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offset.X *= -1;
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else
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offset.Y *= -1;
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}
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var length = 0f;
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// avoid dividing by 0 so animations don't try to be infinitely long
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if (jittering.Frequency > 0)
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length = 1f / jittering.Frequency;
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jittering.LastJitter = offset;
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return new Animation()
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{
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Length = TimeSpan.FromSeconds(length),
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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.Offset),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(sprite.Offset, 0f),
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new AnimationTrackProperty.KeyFrame(jittering.StartOffset + offset, length),
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}
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}
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}
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};
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}
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}
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}
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