Small refactoring. Теперь выглядит лучше и расшире
This commit is contained in:
@@ -4,17 +4,121 @@ 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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public class EmoteAnimationSystem : EntitySystem
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{
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[Dependency] private readonly AnimationPlayerSystem AnimationSystem = default!;
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[Dependency] private readonly AnimationPlayerSystem _animationSystem = default!;
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private readonly Dictionary<string, Action<EntityUid>> _emoteList = new();
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//OnVerbsResponse?.Invoke(msg);
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public override void Initialize()
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{
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SubscribeLocalEvent<EmoteAnimationComponent, ComponentHandleState>(OnHandleState);
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// EmoteFlip animation
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_emoteList.Add("EmoteFlip", (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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// EmoteJump animation
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_emoteList.Add("EmoteJump", (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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// EmoteTurn animation
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_emoteList.Add("EmoteTurn", (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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private void OnHandleState(EntityUid uid, EmoteAnimationComponent component, ref ComponentHandleState args)
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@@ -23,124 +127,6 @@ public class EmoteAnimationSystem : SharedEmoteAnimationSystem
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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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_emoteList[component.AnimationId].Invoke(uid);
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}
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}
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