* Add pinpointer sprites * Start working on pinpointer * Updated pinpointer * Working on visuals * Working on a pinpointer and eye rotation * Add client/server pinpointers systems * Minor cleanup * Add distance support * Add nuke tag * Remove redundant flag and add pinpointer to caps locker * Disable rotation of pinpointer * Fixed distance Co-authored-by: Alexander Evgrashin <evgrashin.adl@gmail.com>
61 lines
2.3 KiB
C#
61 lines
2.3 KiB
C#
using Content.Shared.Pinpointer;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.Maths;
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namespace Content.Client.Pinpointer
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{
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[UsedImplicitly]
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public class PinpointerVisualizer : AppearanceVisualizer
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{
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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if (!component.Owner.TryGetComponent<SpriteComponent>(out var sprite))
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return;
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// check if pinpointer screen is active
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if (!component.TryGetData(PinpointerVisuals.IsActive, out bool isActive) || !isActive)
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{
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sprite.LayerSetVisible(PinpointerLayers.Screen, false);
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return;
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}
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// check if it has direction to target
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sprite.LayerSetVisible(PinpointerLayers.Screen, true);
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sprite.LayerSetRotation(PinpointerLayers.Screen, Angle.Zero);
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if (!component.TryGetData(PinpointerVisuals.TargetDirection, out Direction dir) || dir == Direction.Invalid)
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{
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sprite.LayerSetState(PinpointerLayers.Screen, "pinonnull");
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return;
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}
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// check distance to target
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if (!component.TryGetData(PinpointerVisuals.TargetDistance, out Distance dis))
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dis = Distance.UNKNOWN;
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switch (dis)
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{
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case Distance.REACHED:
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sprite.LayerSetState(PinpointerLayers.Screen, "pinondirect");
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break;
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case Distance.CLOSE:
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sprite.LayerSetState(PinpointerLayers.Screen, "pinonclose");
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sprite.LayerSetRotation(PinpointerLayers.Screen, dir.ToAngle());
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break;
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case Distance.MEDIUM:
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sprite.LayerSetState(PinpointerLayers.Screen, "pinonmedium");
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sprite.LayerSetRotation(PinpointerLayers.Screen, dir.ToAngle());
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break;
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case Distance.FAR:
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case Distance.UNKNOWN:
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sprite.LayerSetState(PinpointerLayers.Screen, "pinonfar");
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sprite.LayerSetRotation(PinpointerLayers.Screen, dir.ToAngle());
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break;
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}
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}
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}
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}
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