added emote animations
This commit is contained in:
146
Content.Client/White/Animations/EmoteAnimationSystem.cs
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146
Content.Client/White/Animations/EmoteAnimationSystem.cs
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using Content.Shared.Animations;
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using Robust.Client.Animations;
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using Robust.Shared.Animations;
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using Robust.Shared.GameStates;
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using Robust.Client.GameObjects;
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using static Content.Shared.Animations.EmoteAnimationComponent;
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using Content.Shared.Interaction;
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namespace Content.Client.Animations;
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public class EmoteAnimationSystem : SharedEmoteAnimationSystem
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{
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[Dependency] private readonly AnimationPlayerSystem AnimationSystem = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<EmoteAnimationComponent, ComponentHandleState>(OnHandleState);
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}
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private void OnHandleState(EntityUid uid, EmoteAnimationComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not EmoteAnimationComponentState state)
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return;
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component.AnimationId = state.AnimationId;
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switch(component.AnimationId)
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{
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case EmoteFlipActionPrototype:
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PlayEmoteFlip(uid);
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break;
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case EmoteJumpActionPrototype:
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PlayEmoteJump(uid);
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break;
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case EmoteTurnActionPrototype:
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PlayEmoteTurn(uid);
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break;
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default:
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break;
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}
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}
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public void PlayEmoteFlip(EntityUid uid)
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{
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var animationKey = "emoteAnimationKeyId";
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if (AnimationSystem.HasRunningAnimation(uid, animationKey))
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return;
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var baseAngle = Angle.Zero;
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if (EntityManager.TryGetComponent(uid, out SpriteComponent? sprite))
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{
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if (sprite != null)
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baseAngle = sprite.Rotation;
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}
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var animation = new Animation
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{
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Length = TimeSpan.FromMilliseconds(500),
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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.Rotation),
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InterpolationMode = AnimationInterpolationMode.Linear,
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(baseAngle.Degrees), 0f),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(baseAngle.Degrees + 180), 0.25f),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(baseAngle.Degrees + 360), 0.25f),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(baseAngle.Degrees), 0f),
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}
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}
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}
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};
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AnimationSystem.Play(uid, animation, animationKey);
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}
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public void PlayEmoteJump(EntityUid uid)
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{
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var animationKey = "emoteAnimationKeyId";
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if (AnimationSystem.HasRunningAnimation(uid, animationKey))
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return;
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var animation = new Animation
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{
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Length = TimeSpan.FromMilliseconds(250),
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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.Cubic,
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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(0, 1), 0.125f),
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new AnimationTrackProperty.KeyFrame(Vector2.Zero, 0.125f),
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}
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}
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}
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};
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AnimationSystem.Play(uid, animation, animationKey);
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}
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public void PlayEmoteTurn(EntityUid uid)
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{
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var animationKey = "emoteAnimationKeyId_rotate"; // it needs for only rotate anim
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if (AnimationSystem.HasRunningAnimation(uid, animationKey))
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return;
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var animation = new Animation
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{
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Length = TimeSpan.FromMilliseconds(600), // Пока пусть на 0.6 секунд. В идеале бы до 0.9 на 3 поворота
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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(TransformComponent),
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Property = nameof(TransformComponent.LocalRotation),
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InterpolationMode = AnimationInterpolationMode.Linear,
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(0), 0f),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(90), 0.075f),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(180), 0.075f),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(270), 0.075f),
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new AnimationTrackProperty.KeyFrame(Angle.Zero, 0.075f),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(90), 0.075f),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(180), 0.075f),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(270), 0.075f),
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new AnimationTrackProperty.KeyFrame(Angle.Zero, 0.075f),
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}
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}
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}
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};
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AnimationSystem.Play(uid, animation, animationKey);
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}
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}
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84
Content.Server/White/Animations/EmoteAnimationSystem.cs
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84
Content.Server/White/Animations/EmoteAnimationSystem.cs
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@@ -0,0 +1,84 @@
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using Robust.Shared.GameStates;
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using Content.Server.Actions;
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using Content.Shared.Actions.ActionTypes;
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using Content.Shared.Animations;
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using static Content.Shared.Animations.EmoteAnimationComponent;
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using Content.Server.Chat.Systems;
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using Content.Shared.Chat.Prototypes;
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namespace Content.Server.Animations;
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public class EmoteAnimationSystem : SharedEmoteAnimationSystem
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{
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[Dependency] private readonly ActionsSystem _action = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<EmoteAnimationComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<EmoteAnimationComponent, MapInitEvent>(OnMapInint);
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SubscribeLocalEvent<EmoteAnimationComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<EmoteAnimationComponent, EmoteEvent>(OnEmote);
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SubscribeLocalEvent<EmoteAnimationComponent, EmoteFlipActionEvent>(OnEmoteFlip);
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SubscribeLocalEvent<EmoteAnimationComponent, EmoteJumpActionEvent>(OnEmoteJump);
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SubscribeLocalEvent<EmoteAnimationComponent, EmoteTurnActionEvent>(OnEmoteTurn);
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}
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private void OnGetState(EntityUid uid, EmoteAnimationComponent component, ref ComponentGetState args)
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{
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args.State = new EmoteAnimationComponentState(component.AnimationId);
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}
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private void OnMapInint(EntityUid uid, EmoteAnimationComponent component, MapInitEvent args)
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{
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/*
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var actionFlip = new InstantAction(_proto.Index<InstantActionPrototype>(EmoteFlipActionPrototype));
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var actionJump = new InstantAction(_proto.Index<InstantActionPrototype>(EmoteJumpActionPrototype));
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var actionTurn = new InstantAction(_proto.Index<InstantActionPrototype>(EmoteTurnActionPrototype));
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component.FlipAction = actionFlip;
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component.JumpAction = actionJump;
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component.TurnAction = actionTurn;
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_action.AddAction(uid, actionFlip, null);
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_action.AddAction(uid, actionJump, null);
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_action.AddAction(uid, actionTurn, null);
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*/
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// shity-dirty-fucking code. There is need to refactor in future, if you wanna add more animations - Doc
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}
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private void OnShutdown(EntityUid uid, EmoteAnimationComponent component, ComponentShutdown args)
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{
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if (component.FlipAction != null)
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_action.RemoveAction(uid, component.FlipAction);
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if (component.JumpAction != null)
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_action.RemoveAction(uid, component.JumpAction);
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if (component.TurnAction != null)
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_action.RemoveAction(uid, component.TurnAction);
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// shity-dirty-fucking code. There is need to refactor in future, if you wanna add more animations - Doc
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}
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private void OnEmote(EntityUid uid, EmoteAnimationComponent component, ref EmoteEvent args)
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{
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if (args.Handled || !args.Emote.Category.HasFlag(EmoteCategory.Gesture))
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return;
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PlayEmoteAnimation(uid, component, args.Emote.ID);
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}
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private void OnEmoteFlip(EntityUid uid, EmoteAnimationComponent component, EmoteFlipActionEvent args)
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{
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PlayEmoteAnimation(uid, component, EmoteFlipActionPrototype);
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}
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private void OnEmoteJump(EntityUid uid, EmoteAnimationComponent component, EmoteJumpActionEvent args)
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{
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PlayEmoteAnimation(uid, component, EmoteJumpActionPrototype);
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}
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private void OnEmoteTurn(EntityUid uid, EmoteAnimationComponent component, EmoteTurnActionEvent args)
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{
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PlayEmoteAnimation(uid, component, EmoteTurnActionPrototype);
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}
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public void PlayEmoteAnimation(EntityUid uid, EmoteAnimationComponent component, string emoteId)
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{
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component.AnimationId = emoteId;
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Dirty(component);
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}
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}
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41
Content.Shared/White/Animations/EmoteAnimationComponent.cs
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41
Content.Shared/White/Animations/EmoteAnimationComponent.cs
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using Content.Shared.Actions;
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using Content.Shared.Actions.ActionTypes;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Animations;
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/// <summary>
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/// </summary>
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public class EmoteFlipActionEvent : InstantActionEvent { };
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/// <summary>
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/// </summary>
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public class EmoteJumpActionEvent : InstantActionEvent { };
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/// <summary>
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/// </summary>
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public class EmoteTurnActionEvent : InstantActionEvent { };
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[RegisterComponent]
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[NetworkedComponent]
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public class EmoteAnimationComponent : Component
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{
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[ViewVariables(VVAccess.ReadWrite)]
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public string AnimationId = "none";
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public InstantAction? FlipAction;
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public InstantAction? JumpAction;
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public InstantAction? TurnAction;
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[Serializable, NetSerializable]
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public class EmoteAnimationComponentState : ComponentState
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{
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public string AnimationId { get; init; }
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public EmoteAnimationComponentState(string animationId)
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{
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AnimationId = animationId;
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}
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}
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}
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@@ -0,0 +1,19 @@
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using Robust.Shared.GameStates;
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using static Content.Shared.Animations.EmoteAnimationComponent;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Animations;
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public class SharedEmoteAnimationSystem : EntitySystem
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{
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public const string EmoteFlipActionPrototype = "EmoteFlip";
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public const string EmoteJumpActionPrototype = "EmoteJump";
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public const string EmoteTurnActionPrototype = "EmoteTurn";
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[Dependency] public readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] public readonly IPrototypeManager _proto = default!;
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public override void Initialize()
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{
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}
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}
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@@ -215,6 +215,7 @@
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Female: FemaleHuman
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Female: FemaleHuman
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Unsexed: MaleHuman
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Unsexed: MaleHuman
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- type: Emoting
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- type: Emoting
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- type: EmoteAnimation
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- type: BodyEmotes
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- type: BodyEmotes
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soundsId: GeneralBodyEmotes
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soundsId: GeneralBodyEmotes
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- type: Grammar
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- type: Grammar
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66
Resources/Prototypes/White/Actions/emotes.yml
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66
Resources/Prototypes/White/Actions/emotes.yml
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@@ -0,0 +1,66 @@
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# flip animation
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- type: instantAction
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id: EmoteFlip
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name: emote-flip-action-name
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description: emote-flip-action-description
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icon: Interface/Actions/blight.png
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event: !type:EmoteFlipActionEvent
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# jump animation
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- type: instantAction
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id: EmoteJump
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name: emote-jump-action-name
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description: emote-jump-action-description
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icon: Interface/Actions/blight.png
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event: !type:EmoteJumpActionEvent
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# turn around in 4 directions animation
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- type: instantAction
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id: EmoteTurn
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name: emote-turn-action-name
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description: emote-turn-action-description
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icon: Interface/Actions/blight.png
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event: !type:EmoteTurnActionEvent
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# Using EmoteAnimation from IC action chat
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- type: emote
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id: EmoteFlip
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category: Gesture
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buttonText: Сальто
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chatMessages: [делает сальто]
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chatTriggers:
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- сделал сальто
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- сделала сальто
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- делает сальто
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- устроила сальто
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- устроил сальто
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- ебанул сальтуху
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- ебанула сальтуху
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- ебашит сальтуху
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- type: emote
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id: EmoteJump
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category: Gesture
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buttonText: Прыгнуть
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chatMessages: [прыгает]
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chatTriggers:
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- прыгает
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- прыгнула
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- прыгнул
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- подпрыгнул
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- подпрыгнула
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- подскакивает
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- type: emote
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id: EmoteTurn
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category: Gesture
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buttonText: Танцевать
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chatMessages: [танцует]
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chatTriggers:
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- танцует
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- кружится
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- оборачивается
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- танцует
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- покружилась
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- покружился
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Reference in New Issue
Block a user