added emote animations

This commit is contained in:
DocNITE
2023-05-05 18:31:39 +03:00
committed by Aviu00
parent 9dcfa4c3a2
commit 927af5a681
6 changed files with 357 additions and 0 deletions

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@@ -0,0 +1,146 @@
using Content.Shared.Animations;
using Robust.Client.Animations;
using Robust.Shared.Animations;
using Robust.Shared.GameStates;
using Robust.Client.GameObjects;
using static Content.Shared.Animations.EmoteAnimationComponent;
using Content.Shared.Interaction;
namespace Content.Client.Animations;
public class EmoteAnimationSystem : SharedEmoteAnimationSystem
{
[Dependency] private readonly AnimationPlayerSystem AnimationSystem = default!;
public override void Initialize()
{
SubscribeLocalEvent<EmoteAnimationComponent, ComponentHandleState>(OnHandleState);
}
private void OnHandleState(EntityUid uid, EmoteAnimationComponent component, ref ComponentHandleState args)
{
if (args.Current is not EmoteAnimationComponentState state)
return;
component.AnimationId = state.AnimationId;
switch(component.AnimationId)
{
case EmoteFlipActionPrototype:
PlayEmoteFlip(uid);
break;
case EmoteJumpActionPrototype:
PlayEmoteJump(uid);
break;
case EmoteTurnActionPrototype:
PlayEmoteTurn(uid);
break;
default:
break;
}
}
public void PlayEmoteFlip(EntityUid uid)
{
var animationKey = "emoteAnimationKeyId";
if (AnimationSystem.HasRunningAnimation(uid, animationKey))
return;
var baseAngle = Angle.Zero;
if (EntityManager.TryGetComponent(uid, out SpriteComponent? sprite))
{
if (sprite != null)
baseAngle = sprite.Rotation;
}
var animation = new Animation
{
Length = TimeSpan.FromMilliseconds(500),
AnimationTracks =
{
new AnimationTrackComponentProperty
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Rotation),
InterpolationMode = AnimationInterpolationMode.Linear,
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(baseAngle.Degrees), 0f),
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(baseAngle.Degrees + 180), 0.25f),
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(baseAngle.Degrees + 360), 0.25f),
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(baseAngle.Degrees), 0f),
}
}
}
};
AnimationSystem.Play(uid, animation, animationKey);
}
public void PlayEmoteJump(EntityUid uid)
{
var animationKey = "emoteAnimationKeyId";
if (AnimationSystem.HasRunningAnimation(uid, animationKey))
return;
var animation = new Animation
{
Length = TimeSpan.FromMilliseconds(250),
AnimationTracks =
{
new AnimationTrackComponentProperty
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Offset),
InterpolationMode = AnimationInterpolationMode.Cubic,
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(Vector2.Zero, 0f),
new AnimationTrackProperty.KeyFrame(new Vector2(0, 1), 0.125f),
new AnimationTrackProperty.KeyFrame(Vector2.Zero, 0.125f),
}
}
}
};
AnimationSystem.Play(uid, animation, animationKey);
}
public void PlayEmoteTurn(EntityUid uid)
{
var animationKey = "emoteAnimationKeyId_rotate"; // it needs for only rotate anim
if (AnimationSystem.HasRunningAnimation(uid, animationKey))
return;
var animation = new Animation
{
Length = TimeSpan.FromMilliseconds(600), // Пока пусть на 0.6 секунд. В идеале бы до 0.9 на 3 поворота
AnimationTracks =
{
new AnimationTrackComponentProperty
{
ComponentType = typeof(TransformComponent),
Property = nameof(TransformComponent.LocalRotation),
InterpolationMode = AnimationInterpolationMode.Linear,
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(0), 0f),
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(90), 0.075f),
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(180), 0.075f),
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(270), 0.075f),
new AnimationTrackProperty.KeyFrame(Angle.Zero, 0.075f),
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(90), 0.075f),
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(180), 0.075f),
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(270), 0.075f),
new AnimationTrackProperty.KeyFrame(Angle.Zero, 0.075f),
}
}
}
};
AnimationSystem.Play(uid, animation, animationKey);
}
}

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using Robust.Shared.GameStates;
using Content.Server.Actions;
using Content.Shared.Actions.ActionTypes;
using Content.Shared.Animations;
using static Content.Shared.Animations.EmoteAnimationComponent;
using Content.Server.Chat.Systems;
using Content.Shared.Chat.Prototypes;
namespace Content.Server.Animations;
public class EmoteAnimationSystem : SharedEmoteAnimationSystem
{
[Dependency] private readonly ActionsSystem _action = default!;
public override void Initialize()
{
SubscribeLocalEvent<EmoteAnimationComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<EmoteAnimationComponent, MapInitEvent>(OnMapInint);
SubscribeLocalEvent<EmoteAnimationComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<EmoteAnimationComponent, EmoteEvent>(OnEmote);
SubscribeLocalEvent<EmoteAnimationComponent, EmoteFlipActionEvent>(OnEmoteFlip);
SubscribeLocalEvent<EmoteAnimationComponent, EmoteJumpActionEvent>(OnEmoteJump);
SubscribeLocalEvent<EmoteAnimationComponent, EmoteTurnActionEvent>(OnEmoteTurn);
}
private void OnGetState(EntityUid uid, EmoteAnimationComponent component, ref ComponentGetState args)
{
args.State = new EmoteAnimationComponentState(component.AnimationId);
}
private void OnMapInint(EntityUid uid, EmoteAnimationComponent component, MapInitEvent args)
{
/*
var actionFlip = new InstantAction(_proto.Index<InstantActionPrototype>(EmoteFlipActionPrototype));
var actionJump = new InstantAction(_proto.Index<InstantActionPrototype>(EmoteJumpActionPrototype));
var actionTurn = new InstantAction(_proto.Index<InstantActionPrototype>(EmoteTurnActionPrototype));
component.FlipAction = actionFlip;
component.JumpAction = actionJump;
component.TurnAction = actionTurn;
_action.AddAction(uid, actionFlip, null);
_action.AddAction(uid, actionJump, null);
_action.AddAction(uid, actionTurn, null);
*/
// shity-dirty-fucking code. There is need to refactor in future, if you wanna add more animations - Doc
}
private void OnShutdown(EntityUid uid, EmoteAnimationComponent component, ComponentShutdown args)
{
if (component.FlipAction != null)
_action.RemoveAction(uid, component.FlipAction);
if (component.JumpAction != null)
_action.RemoveAction(uid, component.JumpAction);
if (component.TurnAction != null)
_action.RemoveAction(uid, component.TurnAction);
// shity-dirty-fucking code. There is need to refactor in future, if you wanna add more animations - Doc
}
private void OnEmote(EntityUid uid, EmoteAnimationComponent component, ref EmoteEvent args)
{
if (args.Handled || !args.Emote.Category.HasFlag(EmoteCategory.Gesture))
return;
PlayEmoteAnimation(uid, component, args.Emote.ID);
}
private void OnEmoteFlip(EntityUid uid, EmoteAnimationComponent component, EmoteFlipActionEvent args)
{
PlayEmoteAnimation(uid, component, EmoteFlipActionPrototype);
}
private void OnEmoteJump(EntityUid uid, EmoteAnimationComponent component, EmoteJumpActionEvent args)
{
PlayEmoteAnimation(uid, component, EmoteJumpActionPrototype);
}
private void OnEmoteTurn(EntityUid uid, EmoteAnimationComponent component, EmoteTurnActionEvent args)
{
PlayEmoteAnimation(uid, component, EmoteTurnActionPrototype);
}
public void PlayEmoteAnimation(EntityUid uid, EmoteAnimationComponent component, string emoteId)
{
component.AnimationId = emoteId;
Dirty(component);
}
}

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using Content.Shared.Actions;
using Content.Shared.Actions.ActionTypes;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Animations;
/// <summary>
/// </summary>
public class EmoteFlipActionEvent : InstantActionEvent { };
/// <summary>
/// </summary>
public class EmoteJumpActionEvent : InstantActionEvent { };
/// <summary>
/// </summary>
public class EmoteTurnActionEvent : InstantActionEvent { };
[RegisterComponent]
[NetworkedComponent]
public class EmoteAnimationComponent : Component
{
[ViewVariables(VVAccess.ReadWrite)]
public string AnimationId = "none";
public InstantAction? FlipAction;
public InstantAction? JumpAction;
public InstantAction? TurnAction;
[Serializable, NetSerializable]
public class EmoteAnimationComponentState : ComponentState
{
public string AnimationId { get; init; }
public EmoteAnimationComponentState(string animationId)
{
AnimationId = animationId;
}
}
}

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using Robust.Shared.GameStates;
using static Content.Shared.Animations.EmoteAnimationComponent;
using Robust.Shared.Prototypes;
namespace Content.Shared.Animations;
public class SharedEmoteAnimationSystem : EntitySystem
{
public const string EmoteFlipActionPrototype = "EmoteFlip";
public const string EmoteJumpActionPrototype = "EmoteJump";
public const string EmoteTurnActionPrototype = "EmoteTurn";
[Dependency] public readonly SharedAppearanceSystem _appearance = default!;
[Dependency] public readonly IPrototypeManager _proto = default!;
public override void Initialize()
{
}
}

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@@ -215,6 +215,7 @@
Female: FemaleHuman
Unsexed: MaleHuman
- type: Emoting
- type: EmoteAnimation
- type: BodyEmotes
soundsId: GeneralBodyEmotes
- type: Grammar

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# flip animation
- type: instantAction
id: EmoteFlip
name: emote-flip-action-name
description: emote-flip-action-description
icon: Interface/Actions/blight.png
event: !type:EmoteFlipActionEvent
# jump animation
- type: instantAction
id: EmoteJump
name: emote-jump-action-name
description: emote-jump-action-description
icon: Interface/Actions/blight.png
event: !type:EmoteJumpActionEvent
# turn around in 4 directions animation
- type: instantAction
id: EmoteTurn
name: emote-turn-action-name
description: emote-turn-action-description
icon: Interface/Actions/blight.png
event: !type:EmoteTurnActionEvent
# Using EmoteAnimation from IC action chat
- type: emote
id: EmoteFlip
category: Gesture
buttonText: Сальто
chatMessages: [делает сальто]
chatTriggers:
- сделал сальто
- сделала сальто
- делает сальто
- устроила сальто
- устроил сальто
- ебанул сальтуху
- ебанула сальтуху
- ебашит сальтуху
- type: emote
id: EmoteJump
category: Gesture
buttonText: Прыгнуть
chatMessages: [прыгает]
chatTriggers:
- прыгает
- прыгнула
- прыгнул
- подпрыгнул
- подпрыгнула
- подскакивает
- type: emote
id: EmoteTurn
category: Gesture
buttonText: Танцевать
chatMessages: [танцует]
chatTriggers:
- танцует
- кружится
- оборачивается
- танцует
- покружилась
- покружился