104 lines
3.4 KiB
C#
104 lines
3.4 KiB
C#
using Content.Client.Gameplay;
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using Content.Shared.Sprite;
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using Robust.Client.GameObjects;
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using Robust.Client.Player;
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using Robust.Client.State;
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namespace Content.Client.Sprite;
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public sealed class SpriteFadeSystem : EntitySystem
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{
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/*
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* If the player entity is obstructed under the specified components then it will drop the alpha for that entity
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* so the player is still visible.
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*/
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IStateManager _stateManager = default!;
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private readonly HashSet<FadingSpriteComponent> _comps = new();
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private const float TargetAlpha = 0.4f;
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private const float ChangeRate = 1f;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<FadingSpriteComponent, ComponentShutdown>(OnFadingShutdown);
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}
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private void OnFadingShutdown(EntityUid uid, FadingSpriteComponent component, ComponentShutdown args)
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{
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if (MetaData(uid).EntityLifeStage >= EntityLifeStage.Terminating || !TryComp<SpriteComponent>(uid, out var sprite))
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return;
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sprite.Color = sprite.Color.WithAlpha(component.OriginalAlpha);
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}
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public override void FrameUpdate(float frameTime)
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{
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base.FrameUpdate(frameTime);
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var player = _playerManager.LocalPlayer?.ControlledEntity;
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var spriteQuery = GetEntityQuery<SpriteComponent>();
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var change = ChangeRate * frameTime;
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if (TryComp<TransformComponent>(player, out var playerXform) &&
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_stateManager.CurrentState is GameplayState state &&
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spriteQuery.TryGetComponent(player, out var playerSprite))
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{
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var fadeQuery = GetEntityQuery<SpriteFadeComponent>();
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var mapPos = playerXform.MapPosition;
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// Also want to handle large entities even if they may not be clickable.
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foreach (var ent in state.GetClickableEntities(mapPos))
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{
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if (ent == player ||
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!fadeQuery.HasComponent(ent) ||
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!spriteQuery.TryGetComponent(ent, out var sprite) ||
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sprite.DrawDepth < playerSprite.DrawDepth)
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{
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continue;
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}
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if (!TryComp<FadingSpriteComponent>(ent, out var fading))
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{
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fading = AddComp<FadingSpriteComponent>(ent);
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fading.OriginalAlpha = sprite.Color.A;
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}
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_comps.Add(fading);
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var newColor = Math.Max(sprite.Color.A - change, TargetAlpha);
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if (!sprite.Color.A.Equals(newColor))
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{
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sprite.Color = sprite.Color.WithAlpha(newColor);
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}
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}
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}
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var query = AllEntityQuery<FadingSpriteComponent>();
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while (query.MoveNext(out var uid, out var comp))
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{
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if (_comps.Contains(comp))
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continue;
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if (!spriteQuery.TryGetComponent(uid, out var sprite))
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continue;
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var newColor = Math.Min(sprite.Color.A + change, comp.OriginalAlpha);
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if (!newColor.Equals(sprite.Color.A))
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{
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sprite.Color = sprite.Color.WithAlpha(newColor);
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}
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else
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{
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RemCompDeferred<FadingSpriteComponent>(uid);
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}
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}
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_comps.Clear();
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}
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}
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