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