Make weapon arcs follow the player (#16796)
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@@ -140,23 +140,26 @@ public sealed partial class MeleeWeaponSystem
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sprite.Rotation = localPos.ToWorldAngle();
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var distance = Math.Clamp(localPos.Length / 2f, 0.2f, 1f);
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var xformQuery = GetEntityQuery<TransformComponent>();
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var xform = xformQuery.GetComponent(animationUid);
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switch (arcComponent.Animation)
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{
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case WeaponArcAnimation.Slash:
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_animation.Play(animationUid, GetSlashAnimation(sprite, angle), SlashAnimationKey);
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TransformSystem.SetParent(animationUid, xform, user, userXform);
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if (arcComponent.Fadeout)
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_animation.Play(animationUid, GetFadeAnimation(sprite, 0.065f, 0.065f + 0.05f), FadeAnimationKey);
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break;
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case WeaponArcAnimation.Thrust:
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_animation.Play(animationUid, GetThrustAnimation(sprite, distance), ThrustAnimationKey);
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TransformSystem.SetParent(animationUid, xform, user, userXform);
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if (arcComponent.Fadeout)
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_animation.Play(animationUid, GetFadeAnimation(sprite, 0.05f, 0.15f), FadeAnimationKey);
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break;
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case WeaponArcAnimation.None:
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var xformQuery = GetEntityQuery<TransformComponent>();
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var (mapPos, mapRot) = TransformSystem.GetWorldPositionRotation(userXform, xformQuery);
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var xform = xformQuery.GetComponent(animationUid);
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xform.AttachToGridOrMap();
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TransformSystem.AttachToGridOrMap(animationUid, xform);
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var worldPos = mapPos + (mapRot - userXform.LocalRotation).RotateVec(localPos);
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var newLocalPos = TransformSystem.GetInvWorldMatrix(xform.ParentUid, xformQuery).Transform(worldPos);
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TransformSystem.SetLocalPositionNoLerp(xform, newLocalPos);
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