181 lines
6.4 KiB
C#
181 lines
6.4 KiB
C#
using System.Numerics;
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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.Input;
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using Robust.Client.Player;
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using Robust.Client.State;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Client.UserInterface;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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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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[Dependency] private readonly FixtureSystem _fixtures = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly IUserInterfaceManager _uiManager = default!;
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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private List<(MapCoordinates Point, bool ExcludeBoundingBox)> _points = new();
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private readonly HashSet<FadingSpriteComponent> _comps = new();
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private EntityQuery<SpriteComponent> _spriteQuery;
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private EntityQuery<SpriteFadeComponent> _fadeQuery;
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private EntityQuery<FadingSpriteComponent> _fadingQuery;
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private EntityQuery<FixturesComponent> _fixturesQuery;
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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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_spriteQuery = GetEntityQuery<SpriteComponent>();
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_fadeQuery = GetEntityQuery<SpriteFadeComponent>();
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_fadingQuery = GetEntityQuery<FadingSpriteComponent>();
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_fixturesQuery = GetEntityQuery<FixturesComponent>();
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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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/// <summary>
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/// Adds sprites to the fade set, and brings their alpha downwards
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/// </summary>
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private void FadeIn(float change)
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{
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var player = _playerManager.LocalEntity;
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// ExcludeBoundingBox is set if we don't want to fade this sprite within the collision bounding boxes for the given POI
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_points.Clear();
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if (_uiManager.CurrentlyHovered is IViewportControl vp
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&& _inputManager.MouseScreenPosition.IsValid)
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{
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_points.Add((vp.PixelToMap(_inputManager.MouseScreenPosition.Position), true));
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}
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if (TryComp(player, out TransformComponent? playerXform))
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{
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_points.Add((_transform.GetMapCoordinates(_playerManager.LocalEntity!.Value, xform: playerXform), false));
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}
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if (_stateManager.CurrentState is GameplayState state && _spriteQuery.TryGetComponent(player, out var playerSprite))
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{
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foreach (var (mapPos, excludeBB) in _points)
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{
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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, excludeFaded: false))
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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 it intersects a fixture ignore it.
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if (excludeBB && _fixturesQuery.TryComp(ent, out var body))
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{
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var transform = _physics.GetPhysicsTransform(ent);
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var collided = false;
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foreach (var fixture in body.Fixtures.Values)
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{
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if (!fixture.Hard)
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continue;
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if (_fixtures.TestPoint(fixture.Shape, transform, mapPos.Position))
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{
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collided = true;
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break;
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}
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}
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// Check next entity
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if (collided)
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{
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continue;
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}
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}
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if (!_fadingQuery.TryComp(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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}
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}
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/// <summary>
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/// Bring sprites back up to their original alpha if they aren't in the fade set, and removes their fade component when done
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/// </summary>
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private void FadeOut(float change)
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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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}
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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 change = ChangeRate * frameTime;
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FadeIn(change);
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FadeOut(change);
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_comps.Clear();
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}
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}
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