Travelling pointing arrows, brains can no longer point (#24864)

* Decoupled from gravity, constant animation time, manual networking, cubic interpolation

* Reduced overshoot

* Implemented PointAttemptEvent, reacts with mobstate & sleeping

* Brains can no longer point, PBs must be inside a chassis

* Removed chassis check, made callback more obvious
This commit is contained in:
Krunklehorn
2024-02-03 03:09:20 -05:00
committed by GitHub
parent 240ebfa3a6
commit d01d75073c
10 changed files with 172 additions and 64 deletions

View File

@@ -1,19 +1,12 @@
using System.Numerics;
using Content.Shared.Pointing.Components;
using System.Numerics;
namespace Content.Client.Pointing.Components;
[RegisterComponent]
public sealed partial class PointingArrowComponent : SharedPointingArrowComponent
{
/// <summary>
/// How long it takes to go from the bottom of the animation to the top.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("animationTime")]
public float AnimationTime = 0.5f;
/// <summary>
/// How far it goes in any direction.
/// How far the arrow moves up and down during the floating phase.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("offset")]

View File

@@ -0,0 +1,62 @@
using Content.Client.Pointing.Components;
using Content.Shared.Pointing;
using Robust.Client.GameObjects;
using Robust.Client.Animations;
using Robust.Shared.Animations;
using System.Numerics;
namespace Content.Client.Pointing;
public sealed partial class PointingSystem : SharedPointingSystem
{
[Dependency] private readonly AnimationPlayerSystem _animationPlayer = default!;
public void InitializeVisualizer()
{
SubscribeLocalEvent<PointingArrowComponent, AnimationCompletedEvent>(OnAnimationCompleted);
}
private void OnAnimationCompleted(EntityUid uid, PointingArrowComponent component, AnimationCompletedEvent args)
{
if (args.Key == component.AnimationKey)
_animationPlayer.Stop(uid, component.AnimationKey);
}
private void BeginPointAnimation(EntityUid uid, Vector2 startPosition, Vector2 offset, string animationKey)
{
if (_animationPlayer.HasRunningAnimation(uid, animationKey))
return;
var animation = new Animation
{
Length = PointDuration,
AnimationTracks =
{
new AnimationTrackComponentProperty
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Offset),
InterpolationMode = AnimationInterpolationMode.Cubic,
KeyFrames =
{
// We pad here to prevent improper looping and tighten the overshoot, just a touch
new AnimationTrackProperty.KeyFrame(startPosition, 0f),
new AnimationTrackProperty.KeyFrame(Vector2.Lerp(startPosition, offset, 0.9f), PointKeyTimeMove),
new AnimationTrackProperty.KeyFrame(offset, PointKeyTimeMove),
new AnimationTrackProperty.KeyFrame(Vector2.Zero, PointKeyTimeMove),
new AnimationTrackProperty.KeyFrame(offset, PointKeyTimeHover),
new AnimationTrackProperty.KeyFrame(Vector2.Zero, PointKeyTimeHover),
new AnimationTrackProperty.KeyFrame(offset, PointKeyTimeHover),
new AnimationTrackProperty.KeyFrame(Vector2.Zero, PointKeyTimeHover),
new AnimationTrackProperty.KeyFrame(offset, PointKeyTimeHover),
new AnimationTrackProperty.KeyFrame(Vector2.Zero, PointKeyTimeHover),
new AnimationTrackProperty.KeyFrame(offset, PointKeyTimeHover),
new AnimationTrackProperty.KeyFrame(Vector2.Zero, PointKeyTimeHover),
}
}
}
};
_animationPlayer.Play(uid, animation, animationKey);
}
}

View File

@@ -1,32 +1,25 @@
using Content.Client.Pointing.Components;
using Content.Client.Gravity;
using Content.Shared.Mobs.Systems;
using Content.Shared.Pointing;
using Content.Shared.Verbs;
using Robust.Client.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Utility;
using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
namespace Content.Client.Pointing;
public sealed class PointingSystem : SharedPointingSystem
public sealed partial class PointingSystem : SharedPointingSystem
{
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly FloatingVisualizerSystem _floatingSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GetVerbsEvent<Verb>>(AddPointingVerb);
SubscribeLocalEvent<PointingArrowComponent, ComponentStartup>(OnArrowStartup);
SubscribeLocalEvent<PointingArrowComponent, AnimationCompletedEvent>(OnArrowAnimation);
SubscribeLocalEvent<RoguePointingArrowComponent, ComponentStartup>(OnRogueArrowStartup);
}
SubscribeLocalEvent<PointingArrowComponent, ComponentHandleState>(HandleCompState);
private void OnArrowAnimation(EntityUid uid, PointingArrowComponent component, AnimationCompletedEvent args)
{
_floatingSystem.FloatAnimation(uid, component.Offset, component.AnimationKey, component.AnimationTime);
InitializeVisualizer();
}
private void AddPointingVerb(GetVerbsEvent<Verb> args)
@@ -38,15 +31,11 @@ public sealed class PointingSystem : SharedPointingSystem
// I'm just adding this verb exclusively to clients so that the verb-loading pop-in on the verb menu isn't
// as bad. Important for this verb seeing as its usually an option on just about any entity.
// this is a pointing arrow. no pointing here...
if (HasComp<PointingArrowComponent>(args.Target))
{
// this is a pointing arrow. no pointing here...
return;
}
// Can the user point? Checking mob state directly instead of some action blocker, as many action blockers are blocked for
// ghosts and there is no obvious choice for pointing (unless ghosts CanEmote?).
if (_mobState.IsIncapacitated(args.User))
if (!CanPoint(args.User))
return;
// We won't check in range or visibility, as this verb is currently only executable via the context menu,
@@ -66,11 +55,9 @@ public sealed class PointingSystem : SharedPointingSystem
private void OnArrowStartup(EntityUid uid, PointingArrowComponent component, ComponentStartup args)
{
if (TryComp<SpriteComponent>(uid, out var sprite))
{
sprite.DrawDepth = (int) DrawDepth.Overlays;
}
_floatingSystem.FloatAnimation(uid, component.Offset, component.AnimationKey, component.AnimationTime);
BeginPointAnimation(uid, component.StartPosition, component.Offset, component.AnimationKey);
}
private void OnRogueArrowStartup(EntityUid uid, RoguePointingArrowComponent arrow, ComponentStartup args)
@@ -81,4 +68,13 @@ public sealed class PointingSystem : SharedPointingSystem
sprite.NoRotation = false;
}
}
private void HandleCompState(Entity<PointingArrowComponent> entity, ref ComponentHandleState args)
{
if (args.Current is not SharedPointingArrowComponentState state)
return;
entity.Comp.StartPosition = state.StartPosition;
entity.Comp.EndTime = state.EndTime;
}
}