Files
tbd-station-14/Content.Client/GameObjects/EntitySystems/MeleeWeaponSystem.cs
Acruid ee6eec9c40 SubscribeEvent() has been split into SubscribeNetworkEvent() and SubscribeLocalEvent() methods on EntitySystem.
Most methods on EntityEventBus now require callers to specify the source (Local or Network) of the events.
2020-02-19 17:08:59 -08:00

88 lines
3.0 KiB
C#

using Content.Client.GameObjects.Components.Mobs;
using Content.Client.GameObjects.Components.Weapons.Melee;
using Content.Shared.GameObjects.Components.Weapons.Melee;
using JetBrains.Annotations;
using Robust.Client.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Timers;
using static Content.Shared.GameObjects.EntitySystemMessages.MeleeWeaponSystemMessages;
namespace Content.Client.GameObjects.EntitySystems
{
[UsedImplicitly]
public sealed class MeleeWeaponSystem : EntitySystem
{
#pragma warning disable 649
[Dependency] private readonly IPrototypeManager _prototypeManager;
#pragma warning restore 649
public override void Initialize()
{
SubscribeNetworkEvent<PlayMeleeWeaponAnimationMessage>(PlayWeaponArc);
EntityQuery = new TypeEntityQuery(typeof(MeleeWeaponArcAnimationComponent));
}
public override void FrameUpdate(float frameTime)
{
base.FrameUpdate(frameTime);
foreach (var entity in RelevantEntities)
{
entity.GetComponent<MeleeWeaponArcAnimationComponent>().Update(frameTime);
}
}
private void PlayWeaponArc(PlayMeleeWeaponAnimationMessage msg)
{
if (!_prototypeManager.TryIndex(msg.ArcPrototype, out MeleeWeaponAnimationPrototype weaponArc))
{
Logger.Error("Tried to play unknown weapon arc prototype '{0}'", msg.ArcPrototype);
return;
}
var attacker = EntityManager.GetEntity(msg.Attacker);
var lunge = attacker.EnsureComponent<MeleeLungeComponent>();
lunge.SetData(msg.Angle);
var entity = EntityManager.SpawnEntity("WeaponArc", attacker.Transform.GridPosition);
entity.Transform.LocalRotation = msg.Angle;
var weaponArcAnimation = entity.GetComponent<MeleeWeaponArcAnimationComponent>();
weaponArcAnimation.SetData(weaponArc, msg.Angle);
foreach (var uid in msg.Hits)
{
if (!EntityManager.TryGetEntity(uid, out var hitEntity))
{
continue;
}
if (!hitEntity.TryGetComponent(out ISpriteComponent sprite))
{
continue;
}
var originalColor = sprite.Color;
var newColor = Color.Red * originalColor;
sprite.Color = newColor;
Timer.Spawn(100, () =>
{
// Only reset back to the original color if something else didn't change the color in the mean time.
if (sprite.Color == newColor)
{
sprite.Color = originalColor;
}
});
}
}
}
}