Melee refactor (#10897)

Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2022-09-29 15:51:59 +10:00
committed by GitHub
parent c583b7b361
commit f51248ecaa
140 changed files with 2440 additions and 1824 deletions

View File

@@ -2,31 +2,17 @@ using Content.Shared.Weapons;
using Content.Shared.Weapons.Melee;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.Animations;
using Robust.Shared.Utility;
namespace Content.Client.Weapons.Melee;
public sealed partial class MeleeWeaponSystem
{
private static readonly Animation DefaultDamageAnimation = new()
{
Length = TimeSpan.FromSeconds(DamageAnimationLength),
AnimationTracks =
{
new AnimationTrackComponentProperty()
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Color),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(Color.Red, 0f),
new AnimationTrackProperty.KeyFrame(Color.White, DamageAnimationLength)
}
}
}
};
private const float DamageAnimationLength = 0.15f;
/// <summary>
/// It's a little on the long side but given we use multiple colours denoting what happened it makes it easier to register.
/// </summary>
private const float DamageAnimationLength = 0.30f;
private const string DamageAnimationKey = "damage-effect";
private void InitializeEffect()
@@ -47,27 +33,25 @@ public sealed partial class MeleeWeaponSystem
/// <summary>
/// Gets the red effect animation whenever the server confirms something is hit
/// </summary>
public Animation? GetDamageAnimation(EntityUid uid, SpriteComponent? sprite = null)
private Animation? GetDamageAnimation(EntityUid uid, Color color, SpriteComponent? sprite = null)
{
if (!Resolve(uid, ref sprite, false))
return null;
// 90% of them are going to be this so why allocate a new class.
if (sprite.Color.Equals(Color.White))
return DefaultDamageAnimation;
return new Animation
{
Length = TimeSpan.FromSeconds(DamageAnimationLength),
AnimationTracks =
{
new AnimationTrackComponentProperty()
new AnimationTrackComponentProperty
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Color),
InterpolationMode = AnimationInterpolationMode.Linear,
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(Color.Red * sprite.Color, 0f),
new AnimationTrackProperty.KeyFrame(color * sprite.Color, 0f),
new AnimationTrackProperty.KeyFrame(sprite.Color, DamageAnimationLength)
}
}
@@ -77,36 +61,44 @@ public sealed partial class MeleeWeaponSystem
private void OnDamageEffect(DamageEffectEvent ev)
{
if (Deleted(ev.Entity))
return;
var color = ev.Color;
var player = EnsureComp<AnimationPlayerComponent>(ev.Entity);
// Need to stop the existing animation first to ensure the sprite color is fixed.
// Otherwise we might lerp to a red colour instead.
if (_animation.HasRunningAnimation(ev.Entity, player, DamageAnimationKey))
foreach (var ent in ev.Entities)
{
_animation.Stop(ev.Entity, player, DamageAnimationKey);
if (Deleted(ent))
{
continue;
}
var player = EnsureComp<AnimationPlayerComponent>(ent);
player.NetSyncEnabled = false;
// Need to stop the existing animation first to ensure the sprite color is fixed.
// Otherwise we might lerp to a red colour instead.
if (_animation.HasRunningAnimation(ent, player, DamageAnimationKey))
{
_animation.Stop(ent, player, DamageAnimationKey);
}
if (!TryComp<SpriteComponent>(ent, out var sprite))
{
continue;
}
if (TryComp<DamageEffectComponent>(ent, out var effect))
{
sprite.Color = effect.Color;
}
var animation = GetDamageAnimation(ent, color, sprite);
if (animation == null)
continue;
var comp = EnsureComp<DamageEffectComponent>(ent);
comp.NetSyncEnabled = false;
comp.Color = sprite.Color;
_animation.Play(player, animation, DamageAnimationKey);
}
if (!TryComp<SpriteComponent>(ev.Entity, out var sprite))
{
return;
}
if (TryComp<DamageEffectComponent>(ev.Entity, out var effect))
{
sprite.Color = effect.Color;
}
var animation = GetDamageAnimation(ev.Entity, sprite);
if (animation == null)
return;
var comp = EnsureComp<DamageEffectComponent>(ev.Entity);
comp.NetSyncEnabled = false;
comp.Color = sprite.Color;
_animation.Play(player, DefaultDamageAnimation, DamageAnimationKey);
}
}