113 lines
3.5 KiB
C#
113 lines
3.5 KiB
C#
using Content.Shared.Weapons;
|
|
using Content.Shared.Weapons.Melee;
|
|
using Robust.Client.Animations;
|
|
using Robust.Client.GameObjects;
|
|
using Robust.Shared.Utility;
|
|
|
|
namespace Content.Client.Weapons.Melee;
|
|
|
|
public sealed partial class MeleeWeaponSystem
|
|
{
|
|
private static readonly Animation DefaultDamageAnimation = new()
|
|
{
|
|
Length = TimeSpan.FromSeconds(DamageAnimationLength),
|
|
AnimationTracks =
|
|
{
|
|
new AnimationTrackComponentProperty()
|
|
{
|
|
ComponentType = typeof(SpriteComponent),
|
|
Property = nameof(SpriteComponent.Color),
|
|
KeyFrames =
|
|
{
|
|
new AnimationTrackProperty.KeyFrame(Color.Red, 0f),
|
|
new AnimationTrackProperty.KeyFrame(Color.White, DamageAnimationLength)
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
private const float DamageAnimationLength = 0.15f;
|
|
private const string DamageAnimationKey = "damage-effect";
|
|
|
|
private void InitializeEffect()
|
|
{
|
|
SubscribeLocalEvent<DamageEffectComponent, AnimationCompletedEvent>(OnEffectAnimation);
|
|
}
|
|
|
|
private void OnEffectAnimation(EntityUid uid, DamageEffectComponent component, AnimationCompletedEvent args)
|
|
{
|
|
if (TryComp<SpriteComponent>(uid, out var sprite))
|
|
{
|
|
sprite.Color = component.Color;
|
|
}
|
|
|
|
RemCompDeferred<DamageEffectComponent>(uid);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the red effect animation whenever the server confirms something is hit
|
|
/// </summary>
|
|
public Animation? GetDamageAnimation(EntityUid uid, SpriteComponent? sprite = null)
|
|
{
|
|
if (!Resolve(uid, ref sprite, false))
|
|
return null;
|
|
|
|
// 90% of them are going to be this so why allocate a new class.
|
|
if (sprite.Color.Equals(Color.White))
|
|
return DefaultDamageAnimation;
|
|
|
|
return new Animation
|
|
{
|
|
Length = TimeSpan.FromSeconds(DamageAnimationLength),
|
|
AnimationTracks =
|
|
{
|
|
new AnimationTrackComponentProperty()
|
|
{
|
|
ComponentType = typeof(SpriteComponent),
|
|
Property = nameof(SpriteComponent.Color),
|
|
KeyFrames =
|
|
{
|
|
new AnimationTrackProperty.KeyFrame(Color.Red * sprite.Color, 0f),
|
|
new AnimationTrackProperty.KeyFrame(sprite.Color, DamageAnimationLength)
|
|
}
|
|
}
|
|
}
|
|
};
|
|
}
|
|
|
|
private void OnDamageEffect(DamageEffectEvent ev)
|
|
{
|
|
if (Deleted(ev.Entity))
|
|
return;
|
|
|
|
var player = EnsureComp<AnimationPlayerComponent>(ev.Entity);
|
|
|
|
// Need to stop the existing animation first to ensure the sprite color is fixed.
|
|
// Otherwise we might lerp to a red colour instead.
|
|
if (_animation.HasRunningAnimation(ev.Entity, player, DamageAnimationKey))
|
|
{
|
|
_animation.Stop(ev.Entity, player, DamageAnimationKey);
|
|
}
|
|
|
|
if (!TryComp<SpriteComponent>(ev.Entity, out var sprite))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (TryComp<DamageEffectComponent>(ev.Entity, out var effect))
|
|
{
|
|
sprite.Color = effect.Color;
|
|
}
|
|
|
|
var animation = GetDamageAnimation(ev.Entity, sprite);
|
|
|
|
if (animation == null)
|
|
return;
|
|
|
|
var comp = EnsureComp<DamageEffectComponent>(ev.Entity);
|
|
comp.NetSyncEnabled = false;
|
|
comp.Color = sprite.Color;
|
|
_animation.Play(player, DefaultDamageAnimation, DamageAnimationKey);
|
|
}
|
|
}
|