Makes mobs visually float when weightless (#13391)
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@@ -1,53 +1,17 @@
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using Content.Client.Pointing.Components;
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using Content.Client.Gravity;
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using Content.Shared.Mobs.Systems;
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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 : SharedPointingSystem
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{
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[Dependency] private readonly AnimationPlayerSystem _player = default!;
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[Dependency] private readonly MobStateSystem _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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[Dependency] private readonly FloatingVisualizerSystem _floatingSystem = default!;
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public override void Initialize()
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{
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@@ -61,7 +25,7 @@ public sealed class PointingSystem : SharedPointingSystem
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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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_floatingSystem.FloatAnimation(uid, component.Offset, component.AnimationKey, component.AnimationTime);
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}
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private void AddPointingVerb(GetVerbsEvent<Verb> args)
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@@ -98,19 +62,19 @@ public sealed class PointingSystem : SharedPointingSystem
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args.Verbs.Add(verb);
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}
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private void OnArrowStartup(EntityUid uid, PointingArrowComponent arrow, ComponentStartup args)
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private void OnArrowStartup(EntityUid uid, PointingArrowComponent component, ComponentStartup args)
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{
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if (EntityManager.TryGetComponent(uid, out SpriteComponent? sprite))
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if (TryComp<SpriteComponent>(uid, out var sprite))
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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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_floatingSystem.FloatAnimation(uid, component.Offset, component.AnimationKey, component.AnimationTime);
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}
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private void OnRogueArrowStartup(EntityUid uid, RoguePointingArrowComponent arrow, ComponentStartup args)
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{
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if (EntityManager.TryGetComponent(uid, out SpriteComponent? sprite))
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if (TryComp<SpriteComponent>(uid, out var 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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