* Fix sprite layering upon strapping/unstrapping * switch from strap to buckle events * Use screen-local North for the checks instead Build on top of PR #31625, but I'm not wanting to just push to someone's older PR without a warning. --------- Co-authored-by: themias <themias5@gmail.com>
This commit is contained in:
@@ -3,13 +3,15 @@ using Content.Shared.Buckle;
|
||||
using Content.Shared.Buckle.Components;
|
||||
using Content.Shared.Rotation;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Client.Graphics;
|
||||
|
||||
namespace Content.Client.Buckle;
|
||||
|
||||
internal sealed class BuckleSystem : SharedBuckleSystem
|
||||
{
|
||||
[Dependency] private readonly RotationVisualizerSystem _rotationVisualizerSystem = default!;
|
||||
[Dependency] private readonly IEyeManager _eye = default!;
|
||||
[Dependency] private readonly SharedTransformSystem _xformSystem = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
@@ -17,6 +19,8 @@ internal sealed class BuckleSystem : SharedBuckleSystem
|
||||
|
||||
SubscribeLocalEvent<BuckleComponent, AppearanceChangeEvent>(OnAppearanceChange);
|
||||
SubscribeLocalEvent<StrapComponent, MoveEvent>(OnStrapMoveEvent);
|
||||
SubscribeLocalEvent<BuckleComponent, BuckledEvent>(OnBuckledEvent);
|
||||
SubscribeLocalEvent<BuckleComponent, UnbuckledEvent>(OnUnbuckledEvent);
|
||||
}
|
||||
|
||||
private void OnStrapMoveEvent(EntityUid uid, StrapComponent component, ref MoveEvent args)
|
||||
@@ -28,13 +32,21 @@ internal sealed class BuckleSystem : SharedBuckleSystem
|
||||
// This code is garbage, it doesn't work with rotated viewports. I need to finally get around to reworking
|
||||
// sprite rendering for entity layers & direction dependent sorting.
|
||||
|
||||
// Future notes:
|
||||
// Right now this doesn't handle: other grids, other grids rotating, the camera rotation changing, and many other fun rotation specific things
|
||||
// The entire thing should be a concern of the engine, or something engine helps to implement properly.
|
||||
// Give some of the sprite rotations their own drawdepth, maybe as an offset within the rsi, or something like this
|
||||
// And we won't ever need to set the draw depth manually
|
||||
|
||||
if (args.NewRotation == args.OldRotation)
|
||||
return;
|
||||
|
||||
if (!TryComp<SpriteComponent>(uid, out var strapSprite))
|
||||
return;
|
||||
|
||||
var isNorth = Transform(uid).LocalRotation.GetCardinalDir() == Direction.North;
|
||||
var angle = _xformSystem.GetWorldRotation(uid) + _eye.CurrentEye.Rotation; // Get true screen position, or close enough
|
||||
|
||||
var isNorth = angle.GetCardinalDir() == Direction.North;
|
||||
foreach (var buckledEntity in component.BuckledEntities)
|
||||
{
|
||||
if (!TryComp<BuckleComponent>(buckledEntity, out var buckle))
|
||||
@@ -45,6 +57,7 @@ internal sealed class BuckleSystem : SharedBuckleSystem
|
||||
|
||||
if (isNorth)
|
||||
{
|
||||
// This will only assign if empty, it won't get overwritten by new depth on multiple calls, which do happen easily
|
||||
buckle.OriginalDrawDepth ??= buckledSprite.DrawDepth;
|
||||
buckledSprite.DrawDepth = strapSprite.DrawDepth - 1;
|
||||
}
|
||||
@@ -56,6 +69,42 @@ internal sealed class BuckleSystem : SharedBuckleSystem
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Lower the draw depth of the buckled entity without needing for the strap entity to rotate/move.
|
||||
/// Only do so when the entity is facing screen-local north
|
||||
/// </summary>
|
||||
private void OnBuckledEvent(Entity<BuckleComponent> ent, ref BuckledEvent args)
|
||||
{
|
||||
if (!TryComp<SpriteComponent>(args.Strap, out var strapSprite))
|
||||
return;
|
||||
|
||||
if (!TryComp<SpriteComponent>(ent.Owner, out var buckledSprite))
|
||||
return;
|
||||
|
||||
var angle = _xformSystem.GetWorldRotation(args.Strap) + _eye.CurrentEye.Rotation; // Get true screen position, or close enough
|
||||
|
||||
if (angle.GetCardinalDir() != Direction.North)
|
||||
return;
|
||||
|
||||
ent.Comp.OriginalDrawDepth ??= buckledSprite.DrawDepth;
|
||||
buckledSprite.DrawDepth = strapSprite.DrawDepth - 1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Was the draw depth of the buckled entity lowered? Reset it upon unbuckling.
|
||||
/// </summary>
|
||||
private void OnUnbuckledEvent(Entity<BuckleComponent> ent, ref UnbuckledEvent args)
|
||||
{
|
||||
if (!TryComp<SpriteComponent>(ent.Owner, out var buckledSprite))
|
||||
return;
|
||||
|
||||
if (!ent.Comp.OriginalDrawDepth.HasValue)
|
||||
return;
|
||||
|
||||
buckledSprite.DrawDepth = ent.Comp.OriginalDrawDepth.Value;
|
||||
ent.Comp.OriginalDrawDepth = null;
|
||||
}
|
||||
|
||||
private void OnAppearanceChange(EntityUid uid, BuckleComponent component, ref AppearanceChangeEvent args)
|
||||
{
|
||||
if (!TryComp<RotationVisualsComponent>(uid, out var rotVisuals))
|
||||
|
||||
Reference in New Issue
Block a user