Small refactoring. Теперь выглядит лучше и расшире
This commit is contained in:
@@ -4,17 +4,121 @@ 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
|
||||
public class EmoteAnimationSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly AnimationPlayerSystem AnimationSystem = default!;
|
||||
|
||||
[Dependency] private readonly AnimationPlayerSystem _animationSystem = default!;
|
||||
private readonly Dictionary<string, Action<EntityUid>> _emoteList = new();
|
||||
//OnVerbsResponse?.Invoke(msg);
|
||||
public override void Initialize()
|
||||
{
|
||||
SubscribeLocalEvent<EmoteAnimationComponent, ComponentHandleState>(OnHandleState);
|
||||
|
||||
// EmoteFlip animation
|
||||
_emoteList.Add("EmoteFlip", (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);
|
||||
});
|
||||
// EmoteJump animation
|
||||
_emoteList.Add("EmoteJump", (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);
|
||||
});
|
||||
// EmoteTurn animation
|
||||
_emoteList.Add("EmoteTurn", (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);
|
||||
});
|
||||
}
|
||||
|
||||
private void OnHandleState(EntityUid uid, EmoteAnimationComponent component, ref ComponentHandleState args)
|
||||
@@ -23,124 +127,6 @@ public class EmoteAnimationSystem : SharedEmoteAnimationSystem
|
||||
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);
|
||||
_emoteList[component.AnimationId].Invoke(uid);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Content.Server.Actions;
|
||||
using Content.Shared.Actions.ActionTypes;
|
||||
using Content.Shared.Animations;
|
||||
@@ -8,18 +9,23 @@ using Content.Shared.Chat.Prototypes;
|
||||
|
||||
namespace Content.Server.Animations;
|
||||
|
||||
public class EmoteAnimationSystem : SharedEmoteAnimationSystem
|
||||
public class EmoteAnimationSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly ActionsSystem _action = default!;
|
||||
[Dependency] public readonly IPrototypeManager _proto = default!;
|
||||
|
||||
/// <summary>
|
||||
/// We write 'EmoteAction' word before id name for instant action.
|
||||
/// Example: EmoteActionJump, EmoteActionFlip and etc.
|
||||
/// </summary>
|
||||
private const string INSTANT_IDENTIFIER = "EmoteAction";
|
||||
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);
|
||||
SubscribeLocalEvent<EmoteAnimationComponent, EmoteActionEvent>(OnEmoteAction);
|
||||
}
|
||||
|
||||
private void OnGetState(EntityUid uid, EmoteAnimationComponent component, ref ComponentGetState args)
|
||||
@@ -29,26 +35,29 @@ public class EmoteAnimationSystem : SharedEmoteAnimationSystem
|
||||
|
||||
private void OnMapInint(EntityUid uid, EmoteAnimationComponent component, MapInitEvent args)
|
||||
{
|
||||
foreach (var item in _proto.EnumeratePrototypes<InstantActionPrototype>())
|
||||
{
|
||||
InstantAction? action;
|
||||
if (item.ID.Length > INSTANT_IDENTIFIER.Length &&
|
||||
item.ID[..INSTANT_IDENTIFIER.Length] == INSTANT_IDENTIFIER)
|
||||
action = new InstantAction(item);
|
||||
else
|
||||
continue;
|
||||
|
||||
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);
|
||||
if (action != null)
|
||||
{
|
||||
component.Actions.Add(action);
|
||||
_action.AddAction(uid, action, null);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
foreach (var item in component.Actions)
|
||||
{
|
||||
_action.RemoveAction(uid, item);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnEmote(EntityUid uid, EmoteAnimationComponent component, ref EmoteEvent args)
|
||||
@@ -59,17 +68,9 @@ public class EmoteAnimationSystem : SharedEmoteAnimationSystem
|
||||
PlayEmoteAnimation(uid, component, args.Emote.ID);
|
||||
}
|
||||
|
||||
private void OnEmoteFlip(EntityUid uid, EmoteAnimationComponent component, EmoteFlipActionEvent args)
|
||||
private void OnEmoteAction(EntityUid uid, EmoteAnimationComponent component, EmoteActionEvent 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);
|
||||
PlayEmoteAnimation(uid, component, args.Emote);
|
||||
}
|
||||
|
||||
public void PlayEmoteAnimation(EntityUid uid, EmoteAnimationComponent component, string emoteId)
|
||||
|
||||
@@ -6,16 +6,14 @@ using Robust.Shared.Serialization;
|
||||
namespace Content.Shared.Animations;
|
||||
|
||||
/// <summary>
|
||||
/// Event for playing animations
|
||||
/// </summary>
|
||||
public class EmoteFlipActionEvent : InstantActionEvent { };
|
||||
|
||||
/// <summary>
|
||||
/// </summary>
|
||||
public class EmoteJumpActionEvent : InstantActionEvent { };
|
||||
|
||||
/// <summary>
|
||||
/// </summary>
|
||||
public class EmoteTurnActionEvent : InstantActionEvent { };
|
||||
public class EmoteActionEvent : InstantActionEvent
|
||||
{
|
||||
[ViewVariables]
|
||||
[DataField("emote", readOnly: true, required: true)]
|
||||
public string Emote = default!;
|
||||
};
|
||||
|
||||
[RegisterComponent]
|
||||
[NetworkedComponent]
|
||||
@@ -24,9 +22,7 @@ public class EmoteAnimationComponent : Component
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public string AnimationId = "none";
|
||||
|
||||
public InstantAction? FlipAction;
|
||||
public InstantAction? JumpAction;
|
||||
public InstantAction? TurnAction;
|
||||
public readonly List<InstantAction> Actions = new();
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public class EmoteAnimationComponentState : ComponentState
|
||||
|
||||
@@ -1,19 +0,0 @@
|
||||
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()
|
||||
{
|
||||
}
|
||||
}
|
||||
@@ -1,26 +1,29 @@
|
||||
# flip animation
|
||||
- type: instantAction
|
||||
id: EmoteFlip
|
||||
id: EmoteActionFlip
|
||||
name: emote-flip-action-name
|
||||
description: emote-flip-action-description
|
||||
icon: Interface/Actions/blight.png
|
||||
event: !type:EmoteFlipActionEvent
|
||||
event: !type:EmoteActionEvent
|
||||
emote: EmoteFlip
|
||||
|
||||
# jump animation
|
||||
- type: instantAction
|
||||
id: EmoteJump
|
||||
id: EmoteActionJump
|
||||
name: emote-jump-action-name
|
||||
description: emote-jump-action-description
|
||||
icon: Interface/Actions/blight.png
|
||||
event: !type:EmoteJumpActionEvent
|
||||
event: !type:EmoteActionEvent
|
||||
emote: EmoteJump
|
||||
|
||||
# turn around in 4 directions animation
|
||||
- type: instantAction
|
||||
id: EmoteTurn
|
||||
id: EmoteActionTurn
|
||||
name: emote-turn-action-name
|
||||
description: emote-turn-action-description
|
||||
icon: Interface/Actions/blight.png
|
||||
event: !type:EmoteTurnActionEvent
|
||||
event: !type:EmoteActionEvent
|
||||
emote: EmoteTurn
|
||||
|
||||
|
||||
# Using EmoteAnimation from IC action chat
|
||||
|
||||
Reference in New Issue
Block a user