New indicators for combat mode (#15427)

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
Artjom
2023-05-06 08:06:42 +03:00
committed by GitHub
parent aac7aa2792
commit a2bf2207a2
11 changed files with 301 additions and 165 deletions

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@@ -0,0 +1,87 @@
using Content.Client.Hands.Systems;
using Content.Shared.Weapons.Ranged.Components;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.UserInterface;
using Robust.Shared.Enums;
using Robust.Shared.Utility;
namespace Content.Client.CombatMode;
/// <summary>
/// This shows something like crosshairs for the combat mode next to the mouse cursor.
/// For weapons with the gun class, a crosshair of one type is displayed,
/// while for all other types of weapons and items in hand, as well as for an empty hand,
/// a crosshair of a different type is displayed. These crosshairs simply show the state of combat mode (on|off).
/// </summary>
public sealed class CombatModeIndicatorsOverlay : Overlay
{
private readonly IInputManager _inputManager;
private readonly IEntityManager _entMan;
private readonly IEyeManager _eye;
private readonly CombatModeSystem _combat;
private readonly HandsSystem _hands = default!;
private readonly Texture _gunSight;
private readonly Texture _meleeSight;
public override OverlaySpace Space => OverlaySpace.ScreenSpace;
public Color MainColor = Color.White.WithAlpha(0.3f);
public Color StrokeColor = Color.Black.WithAlpha(0.5f);
public float Scale = 0.8f; // 1 is a little big
public CombatModeIndicatorsOverlay(IInputManager input, IEntityManager entMan,
IEyeManager eye, CombatModeSystem combatSys, HandsSystem hands)
{
_inputManager = input;
_entMan = entMan;
_eye = eye;
_combat = combatSys;
_hands = hands;
var spriteSys = _entMan.EntitySysManager.GetEntitySystem<SpriteSystem>();
_gunSight = spriteSys.Frame0(new SpriteSpecifier.Rsi(new ResPath("/Textures/Interface/Misc/crosshair_pointers.rsi"),
"gun_sight"));
_meleeSight = spriteSys.Frame0(new SpriteSpecifier.Rsi(new ResPath("/Textures/Interface/Misc/crosshair_pointers.rsi"),
"melee_sight"));
}
protected override bool BeforeDraw(in OverlayDrawArgs args)
{
if (!_combat.IsInCombatMode())
return false;
return base.BeforeDraw(in args);
}
protected override void Draw(in OverlayDrawArgs args)
{
var mouseScreenPosition = _inputManager.MouseScreenPosition;
var mousePosMap = _eye.ScreenToMap(mouseScreenPosition);
if (mousePosMap.MapId != args.MapId)
return;
var handEntity = _hands.GetActiveHandEntity();
var isHandGunItem = _entMan.HasComponent<GunComponent>(handEntity);
var mousePos = mouseScreenPosition.Position;
var uiScale = (args.ViewportControl as Control)?.UIScale ?? 1f;
var limitedScale = uiScale > 1.25f ? 1.25f : uiScale;
var sight = isHandGunItem ? _gunSight : _meleeSight;
DrawSight(sight, args.ScreenHandle, mousePos, limitedScale * Scale);
}
private void DrawSight(Texture sight, DrawingHandleScreen screen, Vector2 centerPos, float scale)
{
var sightSize = sight.Size * scale;
var expandedSize = sightSize + 7f;
screen.DrawTextureRect(sight,
UIBox2.FromDimensions(centerPos - sightSize * 0.5f, sightSize), StrokeColor);
screen.DrawTextureRect(sight,
UIBox2.FromDimensions(centerPos - expandedSize * 0.5f, expandedSize), MainColor);
}
}

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@@ -1,77 +1,102 @@
using Content.Client.Hands.Systems;
using Content.Shared.CombatMode;
using Content.Shared.Targeting;
using JetBrains.Annotations;
using Content.Shared.CCVar;
using Robust.Client.Player;
using Robust.Client.Input;
using Robust.Client.Graphics;
using Robust.Shared.GameStates;
using Robust.Shared.Input.Binding;
using Robust.Shared.Configuration;
namespace Content.Client.CombatMode
namespace Content.Client.CombatMode;
public sealed class CombatModeSystem : SharedCombatModeSystem
{
[UsedImplicitly]
public sealed class CombatModeSystem : SharedCombatModeSystem
[Dependency] private readonly IOverlayManager _overlayManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IEyeManager _eye = default!;
public event Action? LocalPlayerCombatModeUpdated;
public override void Initialize()
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
base.Initialize();
public event Action? LocalPlayerCombatModeUpdated;
SubscribeLocalEvent<CombatModeComponent, ComponentHandleState>(OnHandleState);
public override void Initialize()
_cfg.OnValueChanged(CCVars.CombatModeIndicatorsPointShow, OnShowCombatIndicatorsChanged, true);
}
private void OnHandleState(EntityUid uid, CombatModeComponent component, ref ComponentHandleState args)
{
if (args.Current is not CombatModeComponentState state)
return;
component.IsInCombatMode = state.IsInCombatMode;
component.ActiveZone = state.TargetingZone;
UpdateHud(uid);
}
public override void Shutdown()
{
_cfg.OnValueChanged(CCVars.CombatModeIndicatorsPointShow, OnShowCombatIndicatorsChanged);
_overlayManager.RemoveOverlay<CombatModeIndicatorsOverlay>();
base.Shutdown();
}
private void OnTargetingZoneChanged(TargetingZone obj)
{
EntityManager.RaisePredictiveEvent(new CombatModeSystemMessages.SetTargetZoneMessage(obj));
}
public bool IsInCombatMode()
{
var entity = _playerManager.LocalPlayer?.ControlledEntity;
if (entity == null)
return false;
return IsInCombatMode(entity.Value);
}
public override void SetInCombatMode(EntityUid entity, bool inCombatMode, CombatModeComponent? component = null)
{
base.SetInCombatMode(entity, inCombatMode, component);
UpdateHud(entity);
}
public override void SetActiveZone(EntityUid entity, TargetingZone zone, CombatModeComponent? component = null)
{
base.SetActiveZone(entity, zone, component);
UpdateHud(entity);
}
private void UpdateHud(EntityUid entity)
{
if (entity != _playerManager.LocalPlayer?.ControlledEntity)
{
base.Initialize();
SubscribeLocalEvent<CombatModeComponent, ComponentHandleState>(OnHandleState);
return;
}
private void OnHandleState(EntityUid uid, CombatModeComponent component, ref ComponentHandleState args)
{
if (args.Current is not CombatModeComponentState state)
return;
LocalPlayerCombatModeUpdated?.Invoke();
}
component.IsInCombatMode = state.IsInCombatMode;
component.ActiveZone = state.TargetingZone;
UpdateHud(uid);
private void OnShowCombatIndicatorsChanged(bool isShow)
{
if (isShow)
{
_overlayManager.AddOverlay(new CombatModeIndicatorsOverlay(
_inputManager,
EntityManager,
_eye,
this,
EntityManager.System<HandsSystem>()));
}
public override void Shutdown()
else
{
CommandBinds.Unregister<CombatModeSystem>();
base.Shutdown();
}
private void OnTargetingZoneChanged(TargetingZone obj)
{
EntityManager.RaisePredictiveEvent(new CombatModeSystemMessages.SetTargetZoneMessage(obj));
}
public bool IsInCombatMode()
{
var entity = _playerManager.LocalPlayer?.ControlledEntity;
if (entity == null)
return false;
return IsInCombatMode(entity.Value);
}
public override void SetInCombatMode(EntityUid entity, bool inCombatMode, CombatModeComponent? component = null)
{
base.SetInCombatMode(entity, inCombatMode, component);
UpdateHud(entity);
}
public override void SetActiveZone(EntityUid entity, TargetingZone zone, CombatModeComponent? component = null)
{
base.SetActiveZone(entity, zone, component);
UpdateHud(entity);
}
private void UpdateHud(EntityUid entity)
{
if (entity != _playerManager.LocalPlayer?.ControlledEntity)
{
return;
}
LocalPlayerCombatModeUpdated?.Invoke();
_overlayManager.RemoveOverlay<CombatModeIndicatorsOverlay>();
}
}
}