Pointing arrow changes (#11097)
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@@ -1,12 +1,7 @@
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using Content.Shared.Pointing.Components;
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using Robust.Client.GameObjects;
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using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
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namespace Content.Client.Pointing.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedPointingArrowComponent))]
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public sealed class PointingArrowComponent : SharedPointingArrowComponent
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{
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}
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public sealed class PointingArrowComponent : SharedPointingArrowComponent {}
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}
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@@ -2,23 +2,66 @@ using Content.Client.Pointing.Components;
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using Content.Shared.MobState.EntitySystems;
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using Content.Shared.Pointing;
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using Content.Shared.Verbs;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Shared.Animations;
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using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
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namespace Content.Client.Pointing;
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public sealed class PointingSystem : EntitySystem
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public sealed class PointingSystem : SharedPointingSystem
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{
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[Dependency] private readonly AnimationPlayerSystem _player = default!;
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[Dependency] private readonly SharedMobStateSystem _mobState = default!;
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private const string AnimationKey = "pointingarrow";
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/// <summary>
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/// How far it goes in any direction.
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/// </summary>
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private const float Offset = 0.25f;
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/// <summary>
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/// How long it takes to go from the bottom of the animation to the top.
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/// </summary>
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private const float UpTime = 0.5f;
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/// <summary>
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/// Starts at the bottom then goes up and comes back down. Seems to look nicer than starting in the middle.
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/// </summary>
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private static readonly Animation PointingAnimation = new Animation()
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{
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Length = TimeSpan.FromSeconds(2 * UpTime),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty()
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Offset),
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InterpolationMode = AnimationInterpolationMode.Linear,
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(Vector2.Zero, 0f),
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new AnimationTrackProperty.KeyFrame(new Vector2(0f, Offset), UpTime),
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new AnimationTrackProperty.KeyFrame(Vector2.Zero, UpTime),
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}
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}
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}
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};
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GetVerbsEvent<Verb>>(AddPointingVerb);
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SubscribeLocalEvent<PointingArrowComponent, ComponentStartup>(OnArrowStartup);
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SubscribeLocalEvent<PointingArrowComponent, AnimationCompletedEvent>(OnArrowAnimation);
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SubscribeLocalEvent<RoguePointingArrowComponent, ComponentStartup>(OnRogueArrowStartup);
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}
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private void OnArrowAnimation(EntityUid uid, PointingArrowComponent component, AnimationCompletedEvent args)
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{
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_player.Play(uid, PointingAnimation, AnimationKey);
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}
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private void AddPointingVerb(GetVerbsEvent<Verb> args)
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@@ -58,6 +101,8 @@ public sealed class PointingSystem : EntitySystem
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{
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sprite.DrawDepth = (int) DrawDepth.Overlays;
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}
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_player.Play(uid, PointingAnimation, AnimationKey);
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}
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private void OnRogueArrowStartup(EntityUid uid, RoguePointingArrowComponent arrow, ComponentStartup args)
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@@ -65,6 +110,7 @@ public sealed class PointingSystem : EntitySystem
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if (EntityManager.TryGetComponent(uid, out SpriteComponent? sprite))
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{
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sprite.DrawDepth = (int) DrawDepth.Overlays;
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sprite.NoRotation = false;
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}
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}
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}
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@@ -1,62 +0,0 @@
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using System;
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using Content.Shared.Pointing.Components;
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using JetBrains.Annotations;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Shared.Animations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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namespace Content.Client.Pointing
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{
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[UsedImplicitly]
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public sealed class RoguePointingArrowVisualizer : AppearanceVisualizer
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{
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[Obsolete("Subscribe to AppearanceChangeEvent instead.")]
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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if (component.TryGetData<double>(RoguePointingArrowVisuals.Rotation, out var degrees))
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{
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SetRotation(component, Angle.FromDegrees(degrees));
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}
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}
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private void SetRotation(AppearanceComponent component, Angle rotation)
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{
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var sprite = IoCManager.Resolve<IEntityManager>().GetComponent<ISpriteComponent>(component.Owner);
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(sprite.Owner, out AnimationPlayerComponent? animation))
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{
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sprite.Rotation = rotation;
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return;
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}
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if (animation.HasRunningAnimation("rotate"))
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{
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animation.Stop("rotate");
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}
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animation.Play(new Animation
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{
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Length = TimeSpan.FromSeconds(0.125),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty
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{
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ComponentType = typeof(ISpriteComponent),
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Property = nameof(ISpriteComponent.Rotation),
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InterpolationMode = AnimationInterpolationMode.Linear,
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(sprite.Rotation, 0),
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new AnimationTrackProperty.KeyFrame(rotation, 0.125f)
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}
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}
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}
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}, "rotate");
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}
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}
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}
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