Shitty combat mode & animations. (#367)
* Combat mode UI & targeting zones. * Fix inventory hud positioning. * Crappy attack animations. * Import TG combat sounds * More work on arcs. * Implement hit sounds. * Lunging, hit effects, some more stuff.
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@@ -29,6 +29,10 @@ namespace Content.Client.GameObjects.Components.Mobs
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private EyeComponent _eye;
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// Basically I needed a way to chain this effect for the attack lunge animation.
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// Sorry!
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public Vector2 BaseOffset { get; set; }
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public override void Initialize()
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{
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base.Initialize();
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@@ -95,7 +99,7 @@ namespace Content.Client.GameObjects.Components.Mobs
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private void _updateEye()
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{
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_eye.Offset = _currentKick;
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_eye.Offset = BaseOffset + _currentKick;
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}
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}
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}
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@@ -0,0 +1,59 @@
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using Content.Client.UserInterface;
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using Content.Shared.GameObjects.Components.Mobs;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.IoC;
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using Robust.Shared.ViewVariables;
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namespace Content.Client.GameObjects.Components.Mobs
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{
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[RegisterComponent]
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public sealed class CombatModeComponent : SharedCombatModeComponent
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{
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[ViewVariables(VVAccess.ReadWrite)]
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public bool IsInCombatMode { get; private set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public TargetingZone ActiveZone { get; private set; }
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#pragma warning disable 649
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[Dependency] private readonly IGameHud _gameHud;
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#pragma warning restore 649
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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base.HandleComponentState(curState, nextState);
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var state = (CombatModeComponentState) curState;
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IsInCombatMode = state.IsInCombatMode;
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ActiveZone = state.TargetingZone;
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UpdateHud();
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}
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public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null, IComponent component = null)
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{
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base.HandleMessage(message, netChannel, component);
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switch (message)
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{
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case PlayerAttachedMsg _:
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_gameHud.CombatPanelVisible = true;
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UpdateHud();
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break;
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case PlayerDetachedMsg _:
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_gameHud.CombatPanelVisible = false;
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break;
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}
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}
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private void UpdateHud()
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{
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_gameHud.CombatModeActive = IsInCombatMode;
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_gameHud.TargetingZone = ActiveZone;
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}
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}
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}
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@@ -0,0 +1,65 @@
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using Robust.Client.GameObjects;
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using Robust.Client.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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namespace Content.Client.GameObjects.Components.Mobs
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{
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[RegisterComponent]
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public sealed class MeleeLungeComponent : Component
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{
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public override string Name => "MeleeLunge";
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private const float ResetTime = 0.3f;
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private const float BaseOffset = 0.25f;
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private Angle _angle;
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private float _time;
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public void SetData(Angle angle)
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{
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_angle = angle;
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_time = 0;
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}
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public void Update(float frameTime)
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{
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_time += frameTime;
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var offset = Vector2.Zero;
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var deleteSelf = false;
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if (_time > ResetTime)
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{
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deleteSelf = true;
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}
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else
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{
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offset = _angle.RotateVec((BaseOffset, 0));
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offset *= (ResetTime - _time) / ResetTime;
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}
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if (Owner.TryGetComponent(out CameraRecoilComponent recoilComponent))
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{
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recoilComponent.BaseOffset = offset;
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}
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else if (Owner.TryGetComponent(out EyeComponent eyeComponent))
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{
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eyeComponent.Offset = offset;
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}
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if (Owner.TryGetComponent(out ISpriteComponent spriteComponent))
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{
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// We have to account for rotation so the offset still checks out.
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// SpriteComponent.Offset is applied before transform rotation (as expected).
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var worldRotation = Owner.Transform.WorldRotation;
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spriteComponent.Offset = new Angle(-worldRotation).RotateVec(offset);
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}
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if (deleteSelf)
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{
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Owner.RemoveComponent<MeleeLungeComponent>();
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}
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}
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}
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}
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