Files
tbd-station-14/Content.Client/Weapons/Ranged/GunSpreadOverlay.cs
TemporalOroboros f284b43ff6 Fixes obsolete Transform warnings in Content. (#25256)
* Fix TransformComponent.MapPosition warnings in Content.Client

* Fix TransformComponent.MapPosition warnings in Content.IntegrationTests

* Fix TransformComponent.MapPosition warnings in Content.Shared

* Fix TransformComponent.MapPosition warnings in Content.Server

* Fix TransformComponent.WorldPosition warnings in Content.Shared

* Fix TransformComponent.WorldPosition warnings in Content.Client
Excepts ClickableComponent b/c that needs to be ECS'd entirely later

* Fix TransformComponent.WorldPosition warnings in Content.Server

* Fix TransformComponent.WorldRotation warnings in Content.*

* Fix TransformComponent.MapPosition warnings I missed

* Fix TransformComponent.WorldMatrix warnings in Content.*

* Fix TransformComponent.InvWorldMatrix warnings in Content.*

* Fix TransformComponent.GetWorldPositionRotationMatrixWithInv warnings in Content.*

* Fix TransformComponent.GetWorldPositionRotationMatrix warnings in Content.*

* Fix TransformComponent.GetWorldPositionRotation warnings in Content.*

* Fix TransformComponent.Anchored.set warnings in Content.*

* Fix TransformComponent.Coordinates.set warnings in Content.*

* Fix TransformComponent.LocalPosition.set warnings in Content.*

* Fix TransformComponent.AttachToGridOrMap warnings in Content.*

* Fix TransformComponent.AttachParent warnings in Content.*

* Preempt TransformComponent.LocalRotation.set warnings in Content.Shared

* Preempt TransformComponent.LocalRotation.set warnings in Content.Client

* Preempt TransformComponent.LocalRotation.set warnings in Content.IntegrationTests

* Preempt TransformComponent.LocalRotation.set warnings in Content.Server

* Fix/Preempt the remaining obsolete TransformComponent properties/methods in Content.*

* ECS ClickableComponent

* Fix obsolete SharedTransformSystem methods in Content.*

* Fix ExplosionOverlay `SharedTransformSystem` dependency

* Maybe fix null eye position breaking tests

* MGS requested changes
2024-02-27 12:06:20 +11:00

83 lines
3.1 KiB
C#

using Content.Client.Weapons.Ranged.Systems;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Shared.Enums;
using Robust.Shared.Map;
using Robust.Shared.Timing;
namespace Content.Client.Weapons.Ranged;
public sealed class GunSpreadOverlay : Overlay
{
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private IEntityManager _entManager;
private readonly IEyeManager _eye;
private readonly IGameTiming _timing;
private readonly IInputManager _input;
private readonly IPlayerManager _player;
private readonly GunSystem _guns;
private readonly SharedTransformSystem _xforms;
public GunSpreadOverlay(IEntityManager entManager, IEyeManager eyeManager, IGameTiming timing, IInputManager input, IPlayerManager player, GunSystem system)
{
_entManager = entManager;
_eye = eyeManager;
_input = input;
_timing = timing;
_player = player;
_guns = system;
_xforms = entManager.System<SharedTransformSystem>();
}
protected override void Draw(in OverlayDrawArgs args)
{
var worldHandle = args.WorldHandle;
var player = _player.LocalEntity;
if (player == null ||
!_entManager.TryGetComponent<TransformComponent>(player, out var xform))
{
return;
}
var mapPos = _xforms.GetMapCoordinates((player.Value, xform));
if (mapPos.MapId == MapId.Nullspace)
return;
if (!_guns.TryGetGun(player.Value, out var gunUid, out var gun))
return;
var mouseScreenPos = _input.MouseScreenPosition;
var mousePos = _eye.PixelToMap(mouseScreenPos);
if (mapPos.MapId != mousePos.MapId)
return;
// (☞゚ヮ゚)☞
var maxSpread = gun.MaxAngleModified;
var minSpread = gun.MinAngleModified;
var timeSinceLastFire = (_timing.CurTime - gun.NextFire).TotalSeconds;
var currentAngle = new Angle(MathHelper.Clamp(gun.CurrentAngle.Theta - gun.AngleDecayModified.Theta * timeSinceLastFire,
gun.MinAngleModified.Theta, gun.MaxAngleModified.Theta));
var direction = (mousePos.Position - mapPos.Position);
worldHandle.DrawLine(mapPos.Position, mousePos.Position + direction, Color.Orange);
// Show max spread either side
worldHandle.DrawLine(mapPos.Position, mousePos.Position + maxSpread.RotateVec(direction), Color.Red);
worldHandle.DrawLine(mapPos.Position, mousePos.Position + (-maxSpread).RotateVec(direction), Color.Red);
// Show min spread either side
worldHandle.DrawLine(mapPos.Position, mousePos.Position + minSpread.RotateVec(direction), Color.Green);
worldHandle.DrawLine(mapPos.Position, mousePos.Position + (-minSpread).RotateVec(direction), Color.Green);
// Show current angle
worldHandle.DrawLine(mapPos.Position, mousePos.Position + currentAngle.RotateVec(direction), Color.Yellow);
worldHandle.DrawLine(mapPos.Position, mousePos.Position + (-currentAngle).RotateVec(direction), Color.Yellow);
}
}