Fix (#513)
* fix: Ботинки клоуна сново работают * fix: Световое копье теперь исчезает если его передать
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@@ -1,31 +0,0 @@
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using Content.Shared.Clothing.Components;
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using Content.Shared.Movement.Components;
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using Content.Shared.Inventory.Events;
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namespace Content.Client.Clothing.Systems;
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public sealed class WaddleClothingSystem : EntitySystem
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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<WaddleWhenWornComponent, GotEquippedEvent>(OnGotEquipped);
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SubscribeLocalEvent<WaddleWhenWornComponent, GotUnequippedEvent>(OnGotUnequipped);
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}
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private void OnGotEquipped(EntityUid entity, WaddleWhenWornComponent comp, GotEquippedEvent args)
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{
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var waddleAnimComp = EnsureComp<WaddleAnimationComponent>(args.Equipee);
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waddleAnimComp.AnimationLength = comp.AnimationLength;
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waddleAnimComp.HopIntensity = comp.HopIntensity;
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waddleAnimComp.RunAnimationLengthMultiplier = comp.RunAnimationLengthMultiplier;
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waddleAnimComp.TumbleIntensity = comp.TumbleIntensity;
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}
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private void OnGotUnequipped(EntityUid entity, WaddleWhenWornComponent comp, GotUnequippedEvent args)
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{
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RemComp<WaddleAnimationComponent>(args.Equipee);
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}
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}
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@@ -1,89 +1,37 @@
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using System.Numerics;
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using Content.Client.Gravity;
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using Content.Shared.Rotation;
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using Content.Shared._White.Animations;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Events;
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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.Timing;
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namespace Content.Client.Movement.Systems;
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namespace Content.Client._White.Animations;
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public sealed class WaddleAnimationSystem : EntitySystem
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public sealed class WaddleAnimationSystem : SharedWaddledAnimationSystem
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{
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[Dependency] private readonly AnimationPlayerSystem _animation = default!;
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[Dependency] private readonly GravitySystem _gravity = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly AppearanceSystem _appearance = default!; // WD EDIT
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public override void Initialize()
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{
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SubscribeLocalEvent<WaddleAnimationComponent, MoveInputEvent>(OnMovementInput);
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SubscribeLocalEvent<WaddleAnimationComponent, StartedWaddlingEvent>(OnStartedWalking);
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SubscribeLocalEvent<WaddleAnimationComponent, StoppedWaddlingEvent>(OnStoppedWalking);
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SubscribeLocalEvent<WaddleAnimationComponent, AnimationCompletedEvent>(OnAnimationCompleted);
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SubscribeAllEvent<StartedWaddlingEvent>(ev => PlayAnimation(GetEntity(ev.User)));
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SubscribeAllEvent<StoppedWaddlingEvent>(ev => StopAnimation(GetEntity(ev.User)));
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}
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private void OnMovementInput(EntityUid entity, WaddleAnimationComponent component, MoveInputEvent args)
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protected override void PlayAnimation(EntityUid uid)
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{
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// Prediction mitigation. Prediction means that MoveInputEvents are spammed repeatedly, even though you'd assume
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// they're once-only for the user actually doing something. As such do nothing if we're just repeating this FoR.
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if (!_timing.IsFirstTimePredicted)
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{
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return;
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}
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// WD EDIT
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_appearance.TryGetData<RotationState>(entity, RotationVisuals.RotationState, out var state);
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if (state is RotationState.Horizontal)
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return;
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// WD EDIT
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if (!args.HasDirectionalMovement && component.IsCurrentlyWaddling)
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{
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component.IsCurrentlyWaddling = false;
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var stopped = new StoppedWaddlingEvent(entity);
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RaiseLocalEvent(entity, ref stopped);
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return;
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}
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// Only start waddling if we're not currently AND we're actually moving.
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if (component.IsCurrentlyWaddling || !args.HasDirectionalMovement)
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if (!Timing.IsFirstTimePredicted)
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return;
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component.IsCurrentlyWaddling = true;
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var started = new StartedWaddlingEvent(entity);
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RaiseLocalEvent(entity, ref started);
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}
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private void OnStartedWalking(EntityUid uid, WaddleAnimationComponent component, StartedWaddlingEvent args)
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{
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if (_animation.HasRunningAnimation(uid, component.KeyName))
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{
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if (!TryComp<WaddleAnimationComponent>(uid, out var component))
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return;
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}
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if (!TryComp<InputMoverComponent>(uid, out var mover))
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{
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return;
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}
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if (_gravity.IsWeightless(uid))
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{
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if (_animation.HasRunningAnimation(uid, component.KeyName))
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return;
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}
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// WD EDIT
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_appearance.TryGetData<RotationState>(uid, RotationVisuals.RotationState, out var state);
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if (TryComp<SpriteComponent>(uid, out var sprite) && TryComp<RotationVisualsComponent>(uid, out var rotat) && state is RotationState.Horizontal)
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return;
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// WD EDIT
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var tumbleIntensity = component.LastStep ? 360 - component.TumbleIntensity : component.TumbleIntensity;
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var len = mover.Sprinting ? component.AnimationLength * component.RunAnimationLengthMultiplier : component.AnimationLength;
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@@ -126,14 +74,15 @@ public sealed class WaddleAnimationSystem : EntitySystem
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_animation.Play(uid, anim, component.KeyName);
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}
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private void OnStoppedWalking(EntityUid uid, WaddleAnimationComponent component, StoppedWaddlingEvent args)
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protected override void StopAnimation(EntityUid uid)
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{
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_animation.Stop(uid, component.KeyName);
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if (!TryComp<WaddleAnimationComponent>(uid, out var component))
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return;
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if (!TryComp<SpriteComponent>(uid, out var sprite))
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{
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return;
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}
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_animation.Stop(uid, component.KeyName);
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sprite.Offset = new Vector2();
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sprite.Rotation = Angle.FromDegrees(0);
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@@ -142,13 +91,9 @@ public sealed class WaddleAnimationSystem : EntitySystem
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private void OnAnimationCompleted(EntityUid uid, WaddleAnimationComponent component, AnimationCompletedEvent args)
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{
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if (args.Key is not "Waddle") // WD EDIT
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{
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component.IsCurrentlyWaddling = false;
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if (args.Key != component.KeyName)
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return;
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}
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var started = new StartedWaddlingEvent(uid);
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RaiseLocalEvent(uid, ref started);
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PlayAnimation(uid);
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}
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}
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