mirror of
https://github.com/WWhiteDreamProject/wwdpublic.git
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* I hate it * Added ability to choose target body part on item throwing * забыл * WeaponRandom works with throwable weapon * RadialEntityMorph & RadialBUI fix * ru&en localization * Я себя зарежу нахуй за такое * Правки рисованной хуйни и прототипы с лодаутами * fuck * ну хорошо блять, убедил, одну пустую строчку уберу * loadout move to _White * Я после тех 3х банок не помню нахуй это нужно было * 1 more fix
76 lines
2.5 KiB
C#
76 lines
2.5 KiB
C#
using Content.Shared._White.Animations;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Shared.Animations;
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using Robust.Shared.Timing;
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namespace Content.Client._White.Animations;
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public sealed class FlipOnHitSystem : SharedFlipOnHitSystem
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{
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[Dependency] private readonly AnimationPlayerSystem _animationSystem = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<FlippingComponent, AnimationCompletedEvent>(OnAnimationComplete);
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SubscribeAllEvent<FlipOnHitEvent>(ev => PlayAnimation(GetEntity(ev.User), GetEntity(ev.Target)));
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}
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private void OnAnimationComplete(Entity<FlippingComponent> ent, ref AnimationCompletedEvent args)
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{
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if (args.Key != FlippingComponent.AnimationKey)
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return;
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PlayAnimation(args.Uid, ent);
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}
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protected override void PlayAnimation(EntityUid user, EntityUid target)
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{
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if (!_timing.IsFirstTimePredicted)
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return;
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if (TerminatingOrDeleted(target))
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return;
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if (_animationSystem.HasRunningAnimation(target, FlippingComponent.AnimationKey))
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{
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EnsureComp<FlippingComponent>(target);
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return;
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}
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RemComp<FlippingComponent>(target);
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var baseAngle = Angle.Zero;
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if (EntityManager.TryGetComponent(target, out SpriteComponent? sprite))
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baseAngle = sprite.Rotation;
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var degrees = baseAngle.Degrees;
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var animation = new Animation
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{
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Length = TimeSpan.FromMilliseconds(400),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Rotation),
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InterpolationMode = AnimationInterpolationMode.Linear,
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(degrees - 10), 0f),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(degrees + 180), 0.2f),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(degrees + 360), 0.2f),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(degrees), 0f)
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}
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}
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}
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};
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_animationSystem.Play(target, animation, FlippingComponent.AnimationKey);
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}
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}
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