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# Description Port of https://github.com/WWhiteDreamProject/wwdpublic/pull/2 And now also https://github.com/WWhiteDreamProject/wwdpublic/pull/8 Because Lying Down System is dependent on the Telescope System. # TODO - [x] Reconcile the code with core code, do code cleanup. I'll undraft this when I'm done. Probably not going to be tonight, because I will have to get some sleep soon to get up early for my calculus classes. # Changelog 🆑 Spatison (White Dream) - add: Added lying down system / Добавлена система лежания - tweak: Lying down now uses do-afters that are visible to other people to indicate what is going on. - add: Added telescope system / Добавлена система прицеливания - tweak: Now you can aim from Hristov / Теперь можно прицеливаться из Христова --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com> # Conflicts: # Content.Client/Input/ContentContexts.cs # Content.Client/Options/UI/Tabs/KeyRebindTab.xaml.cs # Content.Shared/Input/ContentKeyFunctions.cs # Resources/Prototypes/Entities/Objects/Weapons/Guns/Snipers/snipers.yml # Resources/keybinds.yml
63 lines
2.7 KiB
C#
63 lines
2.7 KiB
C#
using Content.Client.Rotation;
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using Content.Shared.Buckle;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Rotation;
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using Robust.Client.GameObjects;
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namespace Content.Client.Buckle;
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internal sealed class BuckleSystem : SharedBuckleSystem
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{
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[Dependency] private readonly RotationVisualizerSystem _rotationVisualizerSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BuckleComponent, AfterAutoHandleStateEvent>(OnBuckleAfterAutoHandleState);
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SubscribeLocalEvent<BuckleComponent, AppearanceChangeEvent>(OnAppearanceChange);
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}
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private void OnBuckleAfterAutoHandleState(EntityUid uid, BuckleComponent component, ref AfterAutoHandleStateEvent args)
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{
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ActionBlocker.UpdateCanMove(uid);
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if (!TryComp<SpriteComponent>(uid, out var ownerSprite))
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return;
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// Adjust draw depth when the chair faces north so that the seat back is drawn over the player.
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// Reset the draw depth when rotated in any other direction.
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// TODO when ECSing, make this a visualizer
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// This code was written before rotatable viewports were introduced, so hard-coding Direction.North
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// and comparing it against LocalRotation now breaks this in other rotations. This is a FIXME, but
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// better to get it working for most people before we look at a more permanent solution.
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if (component is { Buckled: true, LastEntityBuckledTo: { } } &&
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Transform(component.LastEntityBuckledTo.Value).LocalRotation.GetCardinalDir() == Direction.North &&
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TryComp<SpriteComponent>(component.LastEntityBuckledTo, out var buckledSprite))
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{
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component.OriginalDrawDepth ??= ownerSprite.DrawDepth;
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ownerSprite.DrawDepth = buckledSprite.DrawDepth - 1;
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return;
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}
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// If here, we're not turning north and should restore the saved draw depth.
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if (component.OriginalDrawDepth.HasValue)
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{
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ownerSprite.DrawDepth = component.OriginalDrawDepth.Value;
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component.OriginalDrawDepth = null;
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}
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}
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private void OnAppearanceChange(EntityUid uid, BuckleComponent component, ref AppearanceChangeEvent args)
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{
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if (!TryComp<RotationVisualsComponent>(uid, out var rotVisuals)
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|| !Appearance.TryGetData<bool>(uid, BuckleVisuals.Buckled, out var buckled, args.Component)
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|| !buckled || args.Sprite == null)
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return;
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// Animate strapping yourself to something at a given angle
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// TODO: Dump this when buckle is better
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_rotationVisualizerSystem.AnimateSpriteRotation(uid, args.Sprite, rotVisuals.HorizontalRotation, 0.125f);
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}
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}
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