Damage Visualizer ECS (#10654)
This commit is contained in:
698
Content.Client/Damage/DamageVisualsSystem.cs
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698
Content.Client/Damage/DamageVisualsSystem.cs
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@@ -0,0 +1,698 @@
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using System.Linq;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.FixedPoint;
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using Robust.Client.GameObjects;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Client.Damage;
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/// <summary>
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/// A simple visualizer for any entity with a DamageableComponent
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/// to display the status of how damaged it is.
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///
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/// Can either be an overlay for an entity, or target multiple
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/// layers on the same entity.
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///
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/// This can be disabled dynamically by passing into SetData,
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/// key DamageVisualizerKeys.Disabled, value bool
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/// (DamageVisualizerKeys lives in Content.Shared.Damage)
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///
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/// Damage layers, if targeting layers, can also be dynamically
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/// disabled if needed by passing into SetData, the name/enum
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/// of the sprite layer, and then passing in a bool value
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/// (true to enable, false to disable).
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/// </summary>
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public sealed class DamageVisualsSystem : VisualizerSystem<DamageVisualsComponent>
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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private const string SawmillName = "DamageVisuals";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DamageVisualsComponent, ComponentInit>(InitializeEntity);
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}
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private void InitializeEntity(EntityUid entity, DamageVisualsComponent comp, ComponentInit args)
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{
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VerifyVisualizerSetup(entity, comp);
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if (!comp.Valid)
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{
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RemCompDeferred<DamageVisualsComponent>(entity);
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return;
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}
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InitializeVisualizer(entity, comp);
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}
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private void VerifyVisualizerSetup(EntityUid entity, DamageVisualsComponent damageVisComp)
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{
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if (damageVisComp.Thresholds.Count < 1)
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{
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Logger.ErrorS(SawmillName, $"Thresholds were invalid for entity {entity}. Thresholds: {damageVisComp.Thresholds}");
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damageVisComp.Valid = false;
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return;
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}
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if (damageVisComp.Divisor == 0)
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{
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Logger.ErrorS(SawmillName, $"Divisor for {entity} is set to zero.");
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damageVisComp.Valid = false;
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return;
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}
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if (damageVisComp.Overlay)
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{
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if (damageVisComp.DamageOverlayGroups == null && damageVisComp.DamageOverlay == null)
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{
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Logger.ErrorS(SawmillName, $"Enabled overlay without defined damage overlay sprites on {entity}.");
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damageVisComp.Valid = false;
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return;
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}
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if (damageVisComp.TrackAllDamage && damageVisComp.DamageOverlay == null)
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{
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Logger.ErrorS(SawmillName, $"Enabled all damage tracking without a damage overlay sprite on {entity}.");
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damageVisComp.Valid = false;
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return;
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}
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if (!damageVisComp.TrackAllDamage && damageVisComp.DamageOverlay != null)
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{
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Logger.WarningS(SawmillName, $"Disabled all damage tracking with a damage overlay sprite on {entity}.");
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damageVisComp.Valid = false;
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return;
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}
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if (damageVisComp.TrackAllDamage && damageVisComp.DamageOverlayGroups != null)
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{
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Logger.WarningS(SawmillName, $"Enabled all damage tracking with damage overlay groups on {entity}.");
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damageVisComp.Valid = false;
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return;
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}
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}
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else if (!damageVisComp.Overlay)
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{
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if (damageVisComp.TargetLayers == null)
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{
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Logger.ErrorS(SawmillName, $"Disabled overlay without target layers on {entity}.");
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damageVisComp.Valid = false;
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return;
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}
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if (damageVisComp.DamageOverlayGroups != null || damageVisComp.DamageOverlay != null)
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{
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Logger.ErrorS(SawmillName, $"Disabled overlay with defined damage overlay sprites on {entity}.");
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damageVisComp.Valid = false;
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return;
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}
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if (damageVisComp.DamageGroup == null)
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{
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Logger.ErrorS(SawmillName, $"Disabled overlay without defined damage group on {entity}.");
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damageVisComp.Valid = false;
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return;
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}
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}
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if (damageVisComp.DamageOverlayGroups != null && damageVisComp.DamageGroup != null)
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{
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Logger.WarningS(SawmillName, $"Damage overlay sprites and damage group are both defined on {entity}.");
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}
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if (damageVisComp.DamageOverlay != null && damageVisComp.DamageGroup != null)
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{
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Logger.WarningS(SawmillName, $"Damage overlay sprites and damage group are both defined on {entity}.");
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}
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}
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private void InitializeVisualizer(EntityUid entity, DamageVisualsComponent damageVisComp)
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{
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if (!TryComp(entity, out SpriteComponent? spriteComponent)
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|| !TryComp<DamageableComponent?>(entity, out var damageComponent)
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|| !HasComp<AppearanceComponent>(entity))
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return;
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damageVisComp.Thresholds.Add(FixedPoint2.Zero);
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damageVisComp.Thresholds.Sort();
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if (damageVisComp.Thresholds[0] != 0)
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{
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Logger.ErrorS(SawmillName, $"Thresholds were invalid for entity {entity}. Thresholds: {damageVisComp.Thresholds}");
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damageVisComp.Valid = false;
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return;
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}
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// If the damage container on our entity's DamageableComponent
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// is not null, we can try to check through its groups.
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if (damageComponent.DamageContainerID != null
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&& _prototypeManager.TryIndex<DamageContainerPrototype>(damageComponent.DamageContainerID, out var damageContainer))
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{
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// Are we using damage overlay sprites by group?
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// Check if the container matches the supported groups,
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// and start caching the last threshold.
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if (damageVisComp.DamageOverlayGroups != null)
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{
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foreach (var damageType in damageVisComp.DamageOverlayGroups.Keys)
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{
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if (!damageContainer.SupportedGroups.Contains(damageType))
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{
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Logger.ErrorS(SawmillName, $"Damage key {damageType} was invalid for entity {entity}.");
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damageVisComp.Valid = false;
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return;
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}
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damageVisComp.LastThresholdPerGroup.Add(damageType, FixedPoint2.Zero);
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}
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}
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// Are we tracking a single damage group without overlay instead?
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// See if that group is in our entity's damage container.
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else if (!damageVisComp.Overlay && damageVisComp.DamageGroup != null)
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{
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if (!damageContainer.SupportedGroups.Contains(damageVisComp.DamageGroup))
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{
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Logger.ErrorS(SawmillName, $"Damage keys were invalid for entity {entity}.");
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damageVisComp.Valid = false;
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return;
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}
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damageVisComp.LastThresholdPerGroup.Add(damageVisComp.DamageGroup, FixedPoint2.Zero);
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}
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}
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// Ditto above, but instead we go through every group.
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else // oh boy! time to enumerate through every single group!
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{
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var damagePrototypeIdList = _prototypeManager.EnumeratePrototypes<DamageGroupPrototype>()
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.Select((p, _) => p.ID)
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.ToList();
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if (damageVisComp.DamageOverlayGroups != null)
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{
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foreach (var damageType in damageVisComp.DamageOverlayGroups.Keys)
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{
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if (!damagePrototypeIdList.Contains(damageType))
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{
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Logger.ErrorS(SawmillName, $"Damage keys were invalid for entity {entity}.");
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damageVisComp.Valid = false;
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return;
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}
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damageVisComp.LastThresholdPerGroup.Add(damageType, FixedPoint2.Zero);
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}
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}
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else if (damageVisComp.DamageGroup != null)
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{
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if (!damagePrototypeIdList.Contains(damageVisComp.DamageGroup))
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{
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Logger.ErrorS(SawmillName, $"Damage keys were invalid for entity {entity}.");
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damageVisComp.Valid = false;
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return;
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}
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damageVisComp.LastThresholdPerGroup.Add(damageVisComp.DamageGroup, FixedPoint2.Zero);
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}
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}
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// If we're targeting any layers, and the amount of
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// layers is greater than zero, we start reserving
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// all the layers needed to track damage groups
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// on the entity.
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if (damageVisComp.TargetLayers is { Count: > 0 })
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{
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// This should ensure that the layers we're targeting
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// are valid for the visualizer's use.
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//
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// If the layer doesn't have a base state, or
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// the layer key just doesn't exist, we skip it.
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foreach (var key in damageVisComp.TargetLayers)
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{
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if (!spriteComponent.LayerMapTryGet(key, out var index)
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|| spriteComponent.LayerGetState(index).ToString() == null)
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{
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Logger.WarningS(SawmillName, $"Layer at key {key} was invalid for entity {entity}.");
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continue;
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}
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damageVisComp.TargetLayerMapKeys.Add(key);
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}
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// Similar to damage overlay groups, if none of the targeted
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// sprite layers could be used, we display an error and
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// invalidate the visualizer without crashing.
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if (damageVisComp.TargetLayerMapKeys.Count == 0)
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{
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Logger.ErrorS(SawmillName, $"Target layers were invalid for entity {entity}.");
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damageVisComp.Valid = false;
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return;
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}
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// Otherwise, we start reserving layers. Since the filtering
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// loop above ensures that all of these layers are not null,
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// and have valid state IDs, there should be no issues.
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foreach (object layer in damageVisComp.TargetLayerMapKeys)
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{
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var layerCount = spriteComponent.AllLayers.Count();
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var index = spriteComponent.LayerMapGet(layer);
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var layerState = spriteComponent.LayerGetState(index).ToString()!;
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if (index + 1 != layerCount)
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{
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index += 1;
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}
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damageVisComp.LayerMapKeyStates.Add(layer, layerState);
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// If we're an overlay, and we're targeting groups,
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// we reserve layers per damage group.
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if (damageVisComp.Overlay && damageVisComp.DamageOverlayGroups != null)
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{
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foreach (var (group, sprite) in damageVisComp.DamageOverlayGroups)
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{
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AddDamageLayerToSprite(spriteComponent,
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sprite,
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$"{layerState}_{group}_{damageVisComp.Thresholds[1]}",
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$"{layer}{group}",
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index);
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}
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damageVisComp.DisabledLayers.Add(layer, false);
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}
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// If we're not targeting groups, and we're still
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// using an overlay, we instead just add a general
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// overlay that reflects on how much damage
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// was taken.
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else if (damageVisComp.DamageOverlay != null)
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{
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AddDamageLayerToSprite(spriteComponent,
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damageVisComp.DamageOverlay,
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$"{layerState}_{damageVisComp.Thresholds[1]}",
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$"{layer}trackDamage",
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index);
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damageVisComp.DisabledLayers.Add(layer, false);
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}
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}
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}
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// If we're not targeting layers, however,
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// we should ensure that we instead
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// reserve it as an overlay.
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else
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{
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if (damageVisComp.DamageOverlayGroups != null)
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{
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foreach (var (group, sprite) in damageVisComp.DamageOverlayGroups)
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{
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AddDamageLayerToSprite(spriteComponent,
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sprite,
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$"DamageOverlay_{group}_{damageVisComp.Thresholds[1]}",
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$"DamageOverlay{group}");
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damageVisComp.TopMostLayerKey = $"DamageOverlay{group}";
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}
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}
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else if (damageVisComp.DamageOverlay != null)
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{
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AddDamageLayerToSprite(spriteComponent,
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damageVisComp.DamageOverlay,
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$"DamageOverlay_{damageVisComp.Thresholds[1]}",
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"DamageOverlay");
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damageVisComp.TopMostLayerKey = $"DamageOverlay";
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}
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}
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}
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/// <summary>
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/// Adds a damage tracking layer to a given sprite component.
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/// </summary>
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private void AddDamageLayerToSprite(SpriteComponent spriteComponent, DamageVisualizerSprite sprite, string state, string mapKey, int? index = null)
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{
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var newLayer = spriteComponent.AddLayer(
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new SpriteSpecifier.Rsi(
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new ResourcePath(sprite.Sprite), state
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), index);
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spriteComponent.LayerMapSet(mapKey, newLayer);
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if (sprite.Color != null)
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spriteComponent.LayerSetColor(newLayer, Color.FromHex(sprite.Color));
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spriteComponent.LayerSetVisible(newLayer, false);
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}
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protected override void OnAppearanceChange(EntityUid uid, DamageVisualsComponent damageVisComp, ref AppearanceChangeEvent args)
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{
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// how is this still here?
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if (!damageVisComp.Valid)
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return;
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// If this was passed into the component, we update
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// the data to ensure that the current disabled
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// bool matches.
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if (args.Component.TryGetData<bool>(DamageVisualizerKeys.Disabled, out var disabledStatus))
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damageVisComp.Disabled = disabledStatus;
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if (damageVisComp.Disabled)
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return;
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HandleDamage(args.Component, damageVisComp);
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}
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private void HandleDamage(AppearanceComponent component, DamageVisualsComponent damageVisComp)
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{
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if (!TryComp(component.Owner, out SpriteComponent? spriteComponent)
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|| !TryComp(component.Owner, out DamageableComponent? damageComponent))
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return;
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if (damageVisComp.TargetLayers != null && damageVisComp.DamageOverlayGroups != null)
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UpdateDisabledLayers(spriteComponent, component, damageVisComp);
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if (damageVisComp.Overlay && damageVisComp.DamageOverlayGroups != null && damageVisComp.TargetLayers == null)
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CheckOverlayOrdering(spriteComponent, damageVisComp);
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if (component.TryGetData<bool>(DamageVisualizerKeys.ForceUpdate, out var update)
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&& update)
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{
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ForceUpdateLayers(damageComponent, spriteComponent, damageVisComp);
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return;
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}
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if (damageVisComp.TrackAllDamage)
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{
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UpdateDamageVisuals(damageComponent, spriteComponent, damageVisComp);
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}
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else if (component.TryGetData(DamageVisualizerKeys.DamageUpdateGroups, out DamageVisualizerGroupData data))
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{
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UpdateDamageVisuals(data.GroupList, damageComponent, spriteComponent, damageVisComp);
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}
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}
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/// <summary>
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/// Checks if any layers were disabled in the last
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/// data update. Disabled layers mean that the
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/// layer will no longer be visible, or obtain
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/// any damage updates.
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/// </summary>
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private void UpdateDisabledLayers(SpriteComponent spriteComponent, AppearanceComponent component, DamageVisualsComponent damageVisComp)
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{
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foreach (var layer in damageVisComp.TargetLayerMapKeys)
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{
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bool? layerStatus = null;
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if (component.TryGetData<bool>(layer, out var layerStateEnum))
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layerStatus = layerStateEnum;
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if (layerStatus == null)
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continue;
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if (damageVisComp.DisabledLayers[layer] != (bool) layerStatus)
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{
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damageVisComp.DisabledLayers[layer] = (bool) layerStatus;
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if (!damageVisComp.TrackAllDamage && damageVisComp.DamageOverlayGroups != null)
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{
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foreach (var damageGroup in damageVisComp.DamageOverlayGroups!.Keys)
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{
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spriteComponent.LayerSetVisible($"{layer}{damageGroup}", damageVisComp.DisabledLayers[layer]);
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}
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}
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else if (damageVisComp.TrackAllDamage)
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spriteComponent.LayerSetVisible($"{layer}trackDamage", damageVisComp.DisabledLayers[layer]);
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}
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}
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}
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/// <summary>
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/// Checks the overlay ordering on the current
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/// sprite component, compared to the
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/// data for the visualizer. If the top
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/// most layer doesn't match, the sprite
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/// layers are recreated and placed on top.
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/// </summary>
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private void CheckOverlayOrdering(SpriteComponent spriteComponent, DamageVisualsComponent damageVisComp)
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{
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if (spriteComponent[damageVisComp.TopMostLayerKey] != spriteComponent[spriteComponent.AllLayers.Count() - 1])
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{
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if (!damageVisComp.TrackAllDamage && damageVisComp.DamageOverlayGroups != null)
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{
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foreach (var (damageGroup, sprite) in damageVisComp.DamageOverlayGroups)
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{
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var threshold = damageVisComp.LastThresholdPerGroup[damageGroup];
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ReorderOverlaySprite(spriteComponent,
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damageVisComp,
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sprite,
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$"DamageOverlay{damageGroup}",
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$"DamageOverlay_{damageGroup}",
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threshold);
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}
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}
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else if (damageVisComp.TrackAllDamage && damageVisComp.DamageOverlay != null)
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{
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ReorderOverlaySprite(spriteComponent,
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damageVisComp,
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damageVisComp.DamageOverlay,
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$"DamageOverlay",
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$"DamageOverlay",
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damageVisComp.LastDamageThreshold);
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}
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}
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}
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private void ReorderOverlaySprite(SpriteComponent spriteComponent, DamageVisualsComponent damageVisComp, DamageVisualizerSprite sprite, string key, string statePrefix, FixedPoint2 threshold)
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{
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spriteComponent.LayerMapTryGet(key, out var spriteLayer);
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var visibility = spriteComponent[spriteLayer].Visible;
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spriteComponent.RemoveLayer(spriteLayer);
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if (threshold == FixedPoint2.Zero) // these should automatically be invisible
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threshold = damageVisComp.Thresholds[1];
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spriteLayer = spriteComponent.AddLayer(
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new SpriteSpecifier.Rsi(
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new ResourcePath(sprite.Sprite),
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$"{statePrefix}_{threshold}"
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),
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spriteLayer);
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spriteComponent.LayerMapSet(key, spriteLayer);
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||||
spriteComponent.LayerSetVisible(spriteLayer, visibility);
|
||||
// this is somewhat iffy since it constantly reallocates
|
||||
damageVisComp.TopMostLayerKey = key;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates damage visuals without tracking
|
||||
/// any damage groups.
|
||||
/// </summary>
|
||||
private void UpdateDamageVisuals(DamageableComponent damageComponent, SpriteComponent spriteComponent, DamageVisualsComponent damageVisComp)
|
||||
{
|
||||
if (!CheckThresholdBoundary(damageComponent.TotalDamage, damageVisComp.LastDamageThreshold, damageVisComp, out var threshold))
|
||||
return;
|
||||
|
||||
damageVisComp.LastDamageThreshold = threshold;
|
||||
|
||||
if (damageVisComp.TargetLayers != null)
|
||||
{
|
||||
foreach (var layerMapKey in damageVisComp.TargetLayerMapKeys)
|
||||
{
|
||||
UpdateTargetLayer(spriteComponent, damageVisComp, layerMapKey, threshold);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateOverlay(spriteComponent, threshold);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates damage visuals by damage group,
|
||||
/// according to the list of damage groups
|
||||
/// passed into it.
|
||||
/// </summary>
|
||||
private void UpdateDamageVisuals(List<string> delta, DamageableComponent damageComponent, SpriteComponent spriteComponent, DamageVisualsComponent damageVisComp)
|
||||
{
|
||||
foreach (var damageGroup in delta)
|
||||
{
|
||||
if (!damageVisComp.Overlay && damageGroup != damageVisComp.DamageGroup)
|
||||
continue;
|
||||
|
||||
if (!_prototypeManager.TryIndex<DamageGroupPrototype>(damageGroup, out var damageGroupPrototype)
|
||||
|| !damageComponent.Damage.TryGetDamageInGroup(damageGroupPrototype, out var damageTotal))
|
||||
continue;
|
||||
|
||||
if (!damageVisComp.LastThresholdPerGroup.TryGetValue(damageGroup, out var lastThreshold)
|
||||
|| !CheckThresholdBoundary(damageTotal, lastThreshold, damageVisComp, out var threshold))
|
||||
continue;
|
||||
|
||||
damageVisComp.LastThresholdPerGroup[damageGroup] = threshold;
|
||||
|
||||
if (damageVisComp.TargetLayers != null)
|
||||
{
|
||||
foreach (var layerMapKey in damageVisComp.TargetLayerMapKeys)
|
||||
{
|
||||
UpdateTargetLayer(spriteComponent, damageVisComp, layerMapKey, damageGroup, threshold);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateOverlay(spriteComponent, damageVisComp, damageGroup, threshold);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if a threshold boundary was passed.
|
||||
/// </summary>
|
||||
private bool CheckThresholdBoundary(FixedPoint2 damageTotal, FixedPoint2 lastThreshold, DamageVisualsComponent damageVisComp, out FixedPoint2 threshold)
|
||||
{
|
||||
threshold = FixedPoint2.Zero;
|
||||
damageTotal = damageTotal / damageVisComp.Divisor;
|
||||
var thresholdIndex = damageVisComp.Thresholds.BinarySearch(damageTotal);
|
||||
|
||||
if (thresholdIndex < 0)
|
||||
{
|
||||
thresholdIndex = ~thresholdIndex;
|
||||
threshold = damageVisComp.Thresholds[thresholdIndex - 1];
|
||||
}
|
||||
else
|
||||
{
|
||||
threshold = damageVisComp.Thresholds[thresholdIndex];
|
||||
}
|
||||
|
||||
if (threshold == lastThreshold)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This is the entry point for
|
||||
/// forcing an update on all damage layers.
|
||||
/// Does different things depending on
|
||||
/// the configuration of the visualizer.
|
||||
/// </summary>
|
||||
private void ForceUpdateLayers(DamageableComponent damageComponent, SpriteComponent spriteComponent, DamageVisualsComponent damageVisComp)
|
||||
{
|
||||
if (damageVisComp.DamageOverlayGroups != null)
|
||||
{
|
||||
UpdateDamageVisuals(damageVisComp.DamageOverlayGroups.Keys.ToList(), damageComponent, spriteComponent, damageVisComp);
|
||||
}
|
||||
else if (damageVisComp.DamageGroup != null)
|
||||
{
|
||||
UpdateDamageVisuals(new List<string>(){ damageVisComp.DamageGroup }, damageComponent, spriteComponent, damageVisComp);
|
||||
}
|
||||
else if (damageVisComp.DamageOverlay != null)
|
||||
{
|
||||
UpdateDamageVisuals(damageComponent, spriteComponent, damageVisComp);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates a target layer. Without a damage group passed in,
|
||||
/// it assumes you're updating a layer that is tracking all
|
||||
/// damage.
|
||||
/// </summary>
|
||||
private void UpdateTargetLayer(SpriteComponent spriteComponent, DamageVisualsComponent damageVisComp, object layerMapKey, FixedPoint2 threshold)
|
||||
{
|
||||
if (damageVisComp.Overlay && damageVisComp.DamageOverlayGroups != null)
|
||||
{
|
||||
if (!damageVisComp.DisabledLayers[layerMapKey])
|
||||
{
|
||||
var layerState = damageVisComp.LayerMapKeyStates[layerMapKey];
|
||||
spriteComponent.LayerMapTryGet($"{layerMapKey}trackDamage", out var spriteLayer);
|
||||
|
||||
UpdateDamageLayerState(spriteComponent,
|
||||
spriteLayer,
|
||||
$"{layerState}",
|
||||
threshold);
|
||||
}
|
||||
}
|
||||
else if (!damageVisComp.Overlay)
|
||||
{
|
||||
var layerState = damageVisComp.LayerMapKeyStates[layerMapKey];
|
||||
spriteComponent.LayerMapTryGet(layerMapKey, out var spriteLayer);
|
||||
|
||||
UpdateDamageLayerState(spriteComponent,
|
||||
spriteLayer,
|
||||
$"{layerState}",
|
||||
threshold);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates a target layer by damage group.
|
||||
/// </summary>
|
||||
private void UpdateTargetLayer(SpriteComponent spriteComponent, DamageVisualsComponent damageVisComp, object layerMapKey, string damageGroup, FixedPoint2 threshold)
|
||||
{
|
||||
if (damageVisComp.Overlay && damageVisComp.DamageOverlayGroups != null)
|
||||
{
|
||||
if (damageVisComp.DamageOverlayGroups.ContainsKey(damageGroup) && !damageVisComp.DisabledLayers[layerMapKey])
|
||||
{
|
||||
var layerState = damageVisComp.LayerMapKeyStates[layerMapKey];
|
||||
spriteComponent.LayerMapTryGet($"{layerMapKey}{damageGroup}", out var spriteLayer);
|
||||
|
||||
UpdateDamageLayerState(spriteComponent,
|
||||
spriteLayer,
|
||||
$"{layerState}_{damageGroup}",
|
||||
threshold);
|
||||
}
|
||||
}
|
||||
else if (!damageVisComp.Overlay)
|
||||
{
|
||||
var layerState = damageVisComp.LayerMapKeyStates[layerMapKey];
|
||||
spriteComponent.LayerMapTryGet(layerMapKey, out var spriteLayer);
|
||||
|
||||
UpdateDamageLayerState(spriteComponent,
|
||||
spriteLayer,
|
||||
$"{layerState}_{damageGroup}",
|
||||
threshold);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates an overlay that is tracking all damage.
|
||||
/// </summary>
|
||||
private void UpdateOverlay(SpriteComponent spriteComponent, FixedPoint2 threshold)
|
||||
{
|
||||
spriteComponent.LayerMapTryGet($"DamageOverlay", out var spriteLayer);
|
||||
|
||||
UpdateDamageLayerState(spriteComponent,
|
||||
spriteLayer,
|
||||
$"DamageOverlay",
|
||||
threshold);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates an overlay based on damage group.
|
||||
/// </summary>
|
||||
private void UpdateOverlay(SpriteComponent spriteComponent, DamageVisualsComponent damageVisComp, string damageGroup, FixedPoint2 threshold)
|
||||
{
|
||||
if (damageVisComp.DamageOverlayGroups != null)
|
||||
{
|
||||
if (damageVisComp.DamageOverlayGroups.ContainsKey(damageGroup))
|
||||
{
|
||||
spriteComponent.LayerMapTryGet($"DamageOverlay{damageGroup}", out var spriteLayer);
|
||||
|
||||
UpdateDamageLayerState(spriteComponent,
|
||||
spriteLayer,
|
||||
$"DamageOverlay_{damageGroup}",
|
||||
threshold);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates a layer on the sprite by what
|
||||
/// prefix it has (calculated by whatever
|
||||
/// function calls it), and what threshold
|
||||
/// was passed into it.
|
||||
/// </summary>
|
||||
private void UpdateDamageLayerState(SpriteComponent spriteComponent, int spriteLayer, string statePrefix, FixedPoint2 threshold)
|
||||
{
|
||||
if (threshold == 0)
|
||||
{
|
||||
spriteComponent.LayerSetVisible(spriteLayer, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!spriteComponent[spriteLayer].Visible)
|
||||
{
|
||||
spriteComponent.LayerSetVisible(spriteLayer, true);
|
||||
}
|
||||
spriteComponent.LayerSetState(spriteLayer, $"{statePrefix}_{threshold}");
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user