using System.Numerics;
+using Content.Client.Animations;
using Content.Client.Weapons.Melee.Components;
using Content.Shared.Weapons.Melee;
using Robust.Client.Animations;
var distance = Math.Clamp(localPos.Length() / 2f, 0.2f, 1f);
var xform = _xformQuery.GetComponent(animationUid);
+ TrackUserComponent track;
switch (arcComponent.Animation)
{
case WeaponArcAnimation.Slash:
- arcComponent.User = user;
+ track = EnsureComp<TrackUserComponent>(animationUid);
+ track.User = user;
_animation.Play(animationUid, GetSlashAnimation(sprite, angle, spriteRotation), SlashAnimationKey);
if (arcComponent.Fadeout)
_animation.Play(animationUid, GetFadeAnimation(sprite, 0.065f, 0.065f + 0.05f), FadeAnimationKey);
break;
case WeaponArcAnimation.Thrust:
- arcComponent.User = user;
+ track = EnsureComp<TrackUserComponent>(animationUid);
+ track.User = user;
_animation.Play(animationUid, GetThrustAnimation(sprite, distance, spriteRotation), ThrustAnimationKey);
if (arcComponent.Fadeout)
_animation.Play(animationUid, GetFadeAnimation(sprite, 0.05f, 0.15f), FadeAnimationKey);
/// <summary>
/// Updates the effect positions to follow the user
/// </summary>
- void UpdateEffects(float frameTime)
+ private void UpdateEffects()
{
- var arcQuery = EntityQueryEnumerator<TransformComponent, WeaponArcVisualsComponent>();
- while(arcQuery.MoveNext(out var uid, out var xform, out var arcComponent))
+ var query = EntityQueryEnumerator<TrackUserComponent, TransformComponent>();
+ while (query.MoveNext(out var arcComponent, out var xform))
{
if (arcComponent.User == null)
continue;
- var userPos = TransformSystem.GetWorldPosition(arcComponent.User.Value);
- TransformSystem.SetWorldPosition(xform, userPos);
+
+ Vector2 targetPos = TransformSystem.GetWorldPosition(arcComponent.User.Value);
+
+ if (arcComponent.Offset != Vector2.Zero)
+ {
+ var entRotation = TransformSystem.GetWorldRotation(xform);
+ targetPos += entRotation.RotateVec(arcComponent.Offset);
+ }
+
+ TransformSystem.SetWorldPosition(xform, targetPos);
}
}
}
using System.Numerics;
+using Content.Client.Animations;
using Content.Client.Items;
using Content.Client.Weapons.Ranged.Components;
using Content.Shared.Camera;
using Robust.Shared.Animations;
using Robust.Shared.Input;
using Robust.Shared.Map;
+using Robust.Shared.Map.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
using SharedGunSystem = Content.Shared.Weapons.Ranged.Systems.SharedGunSystem;
public sealed partial class GunSystem : SharedGunSystem
{
+ [Dependency] private readonly IComponentFactory _factory = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly AnimationPlayerSystem _animPlayer = default!;
[Dependency] private readonly InputSystem _inputSystem = default!;
[Dependency] private readonly SharedCameraRecoilSystem _recoil = default!;
- [Dependency] private readonly IComponentFactory _factory = default!;
+ [Dependency] private readonly SharedMapSystem _maps = default!;
[ValidatePrototypeId<EntityPrototype>]
public const string HitscanProto = "HitscanEffect";
}
};
- _animPlayer.Play(ent, null, anim, "hitscan-effect");
+ _animPlayer.Play(ent, anim, "hitscan-effect");
}
}
// to just delete the spawned entities. This is for programmer sanity despite the wasted perf.
// This also means any ammo specific stuff can be grabbed as necessary.
var direction = fromCoordinates.ToMapPos(EntityManager, TransformSystem) - toCoordinates.ToMapPos(EntityManager, TransformSystem);
+ var worldAngle = direction.ToAngle().Opposite();
foreach (var (ent, shootable) in ammo)
{
if (!cartridge.Spent)
{
SetCartridgeSpent(ent!.Value, cartridge, true);
- MuzzleFlash(gunUid, cartridge, user);
+ MuzzleFlash(gunUid, cartridge, worldAngle, user);
Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
Recoil(user, direction, gun.CameraRecoilScalarModified);
// TODO: Can't predict entity deletions.
break;
case AmmoComponent newAmmo:
- MuzzleFlash(gunUid, newAmmo, user);
+ MuzzleFlash(gunUid, newAmmo, worldAngle, user);
Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
Recoil(user, direction, gun.CameraRecoilScalarModified);
if (IsClientSide(ent!.Value))
PopupSystem.PopupEntity(message, uid.Value, user.Value);
}
- protected override void CreateEffect(EntityUid uid, MuzzleFlashEvent message, EntityUid? user = null)
+ protected override void CreateEffect(EntityUid gunUid, MuzzleFlashEvent message, EntityUid? user = null)
{
if (!Timing.IsFirstTimePredicted)
return;
+ var gunXform = Transform(gunUid);
+ var gridUid = gunXform.GridUid;
EntityCoordinates coordinates;
- if (message.MatchRotation)
- coordinates = new EntityCoordinates(uid, Vector2.Zero);
- else if (TryComp<TransformComponent>(uid, out var xform))
- coordinates = xform.Coordinates;
+ if (TryComp(gridUid, out MapGridComponent? mapGrid))
+ {
+ coordinates = new EntityCoordinates(gridUid.Value, _maps.LocalToGrid(gridUid.Value, mapGrid, gunXform.Coordinates));
+ }
+ else if (gunXform.MapUid != null)
+ {
+ coordinates = new EntityCoordinates(gunXform.MapUid.Value, TransformSystem.GetWorldPosition(gunXform));
+ }
else
+ {
return;
-
- if (!coordinates.IsValid(EntityManager))
- return;
+ }
var ent = Spawn(message.Prototype, coordinates);
+ TransformSystem.SetWorldRotationNoLerp(ent, message.Angle);
- var effectXform = Transform(ent);
- TransformSystem.SetLocalPositionRotation(effectXform,
- effectXform.LocalPosition + new Vector2(0f, -0.5f),
- effectXform.LocalRotation - MathF.PI / 2);
+ if (user != null)
+ {
+ var track = EnsureComp<TrackUserComponent>(ent);
+ track.User = user;
+ track.Offset = Vector2.UnitX / 2f;
+ }
var lifetime = 0.4f;
- if (TryComp<TimedDespawnComponent>(uid, out var despawn))
+ if (TryComp<TimedDespawnComponent>(gunUid, out var despawn))
{
lifetime = despawn.Lifetime;
}
};
_animPlayer.Play(ent, anim, "muzzle-flash");
- if (!TryComp(uid, out PointLightComponent? light))
+ if (!TryComp(gunUid, out PointLightComponent? light))
{
light = (PointLightComponent) _factory.GetComponent(typeof(PointLightComponent));
- light.Owner = uid;
light.NetSyncEnabled = false;
- AddComp(uid, light);
+ AddComp(gunUid, light);
}
- Lights.SetEnabled(uid, true, light);
- Lights.SetRadius(uid, 2f, light);
- Lights.SetColor(uid, Color.FromHex("#cc8e2b"), light);
- Lights.SetEnergy(uid, 5f, light);
+ Lights.SetEnabled(gunUid, true, light);
+ Lights.SetRadius(gunUid, 2f, light);
+ Lights.SetColor(gunUid, Color.FromHex("#cc8e2b"), light);
+ Lights.SetEnergy(gunUid, 5f, light);
var animTwo = new Animation()
{
}
};
- var uidPlayer = EnsureComp<AnimationPlayerComponent>(uid);
+ var uidPlayer = EnsureComp<AnimationPlayerComponent>(gunUid);
- _animPlayer.Stop(uid, uidPlayer, "muzzle-flash-light");
- _animPlayer.Play(uid, uidPlayer, animTwo,"muzzle-flash-light");
+ _animPlayer.Stop(gunUid, uidPlayer, "muzzle-flash-light");
+ _animPlayer.Play((gunUid, uidPlayer), animTwo,"muzzle-flash-light");
}
}
});
SetCartridgeSpent(ent.Value, cartridge, true);
- MuzzleFlash(gunUid, cartridge, user);
+ MuzzleFlash(gunUid, cartridge, mapDirection.ToAngle(), user);
Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
if (cartridge.DeleteOnSpawn)
// Ammo shoots itself
case AmmoComponent newAmmo:
shotProjectiles.Add(ent!.Value);
- MuzzleFlash(gunUid, newAmmo, user);
+ MuzzleFlash(gunUid, newAmmo, mapDirection.ToAngle(), user);
Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
ShootOrThrow(ent.Value, mapDirection, gunVelocity, gun, gunUid, user);
break;
protected override void Popup(string message, EntityUid? uid, EntityUid? user) { }
- protected override void CreateEffect(EntityUid uid, MuzzleFlashEvent message, EntityUid? user = null)
+ protected override void CreateEffect(EntityUid gunUid, MuzzleFlashEvent message, EntityUid? user = null)
{
- var filter = Filter.Pvs(uid, entityManager: EntityManager);
+ var filter = Filter.Pvs(gunUid, entityManager: EntityManager);
if (TryComp<ActorComponent>(user, out var actor))
filter.RemovePlayer(actor.PlayerSession);
return;
gun.ShootCoordinates = GetCoordinates(msg.Coordinates);
- Log.Debug($"Set shoot coordinates to {gun.ShootCoordinates}");
AttemptShoot(user.Value, ent, gun);
}
if (gun.ShotCounter == 0)
return;
- Log.Debug($"Stopped shooting {ToPrettyString(uid)}");
gun.ShotCounter = 0;
gun.ShootCoordinates = null;
Dirty(uid, gun);
RemCompDeferred<AmmoComponent>(uid);
}
- protected void MuzzleFlash(EntityUid gun, AmmoComponent component, EntityUid? user = null)
+ protected void MuzzleFlash(EntityUid gun, AmmoComponent component, Angle worldAngle, EntityUid? user = null)
{
var attemptEv = new GunMuzzleFlashAttemptEvent();
RaiseLocalEvent(gun, ref attemptEv);
if (sprite == null)
return;
- var ev = new MuzzleFlashEvent(GetNetEntity(gun), sprite, user == gun);
+ var ev = new MuzzleFlashEvent(GetNetEntity(gun), sprite, worldAngle);
CreateEffect(gun, ev, user);
}
Dirty(gun);
}
- protected abstract void CreateEffect(EntityUid uid, MuzzleFlashEvent message, EntityUid? user = null);
+ protected abstract void CreateEffect(EntityUid gunUid, MuzzleFlashEvent message, EntityUid? user = null);
/// <summary>
/// Used for animated effects on the client.