Edgefication (#590)

* bloat

* bloat 2

* bloat 3

* final bloat

* Update icon.ico

* Create integration_test_run.bat

* Arggh

* Disable some tests

* revert roomfill clearexisting changes
This commit is contained in:
Ed
2024-11-18 14:40:52 +03:00
committed by GitHub
parent ef6f23e4b8
commit d67f7619c4
287 changed files with 432 additions and 430 deletions

View File

@@ -43,8 +43,8 @@ public sealed partial class MeleeWeaponSystem
return;
}
var length = 1f; //CrystallPunk Melee upgrade
var offset = -1f; //CrystallPunk Melee upgrade
var length = 1f; //CrystallEdgeMelee upgrade
var offset = -1f; //CrystallEdge Melee upgrade
var spriteRotation = Angle.Zero;
if (arcComponent.Animation != WeaponArcAnimation.None
@@ -59,8 +59,8 @@ public sealed partial class MeleeWeaponSystem
if (meleeWeaponComponent.SwingLeft)
angle *= -1;
length = meleeWeaponComponent.CPAnimationLength; //CrystallPunk Melee upgrade
offset = meleeWeaponComponent.CPAnimationOffset; //CrystallPunk Melee upgrade
length = meleeWeaponComponent.CPAnimationLength; //CrystallEdge Melee upgrade
offset = meleeWeaponComponent.CPAnimationOffset; //CrystallEdge Melee upgrade
}
sprite.Rotation = localPos.ToWorldAngle();
var distance = Math.Clamp(localPos.Length() / 2f, 0.2f, 1f);
@@ -92,7 +92,7 @@ public sealed partial class MeleeWeaponSystem
if (arcComponent.Fadeout)
_animation.Play(animationUid, GetFadeAnimation(sprite, 0f, 0.15f), FadeAnimationKey);
break;
//CrystallPunk MeleeUpgrade
//CrystallEdge MeleeUpgrade
case WeaponArcAnimation.CPSlash:
track = EnsureComp<TrackUserComponent>(animationUid);
track.User = user;
@@ -107,7 +107,7 @@ public sealed partial class MeleeWeaponSystem
if (arcComponent.Fadeout)
_animation.Play(animationUid, GetFadeAnimation(sprite, 0f, 0.15f), FadeAnimationKey);
break;
//CrystallPunk MeleeUpgrade end
//CrystallEdge MeleeUpgrade end
}
}
@@ -207,7 +207,7 @@ public sealed partial class MeleeWeaponSystem
/// </summary>
private Animation GetLungeAnimation(Vector2 direction)
{
const float length = 0.2f; // 0.1 original, CrystallPunk update
const float length = 0.2f; // 0.1 original, CrystallEdge update
return new Animation
{
@@ -221,9 +221,9 @@ public sealed partial class MeleeWeaponSystem
InterpolationMode = AnimationInterpolationMode.Linear,
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(Vector2.Zero, 0f), //CrystallPunk MeleeUpgrade
new AnimationTrackProperty.KeyFrame(direction.Normalized() * 0.15f, length*0.4f), //CrystallPunk MeleeUpgrade
new AnimationTrackProperty.KeyFrame(Vector2.Zero, length*0.6f) //CrystallPunk MeleeUpgrade
new AnimationTrackProperty.KeyFrame(Vector2.Zero, 0f), //CrystallEdge MeleeUpgrade
new AnimationTrackProperty.KeyFrame(direction.Normalized() * 0.15f, length*0.4f), //CrystallEdge MeleeUpgrade
new AnimationTrackProperty.KeyFrame(Vector2.Zero, length*0.6f) //CrystallEdge MeleeUpgrade
}
}
}
@@ -253,7 +253,7 @@ public sealed partial class MeleeWeaponSystem
}
}
//CrystallPunk MeleeUpgrade start
//CrystallEdge MeleeUpgrade start
private Animation CPGetSlashAnimation(SpriteComponent sprite, Angle arc, Angle spriteRotation, float length, float offset = -1f)
{
var startRotation = sprite.Rotation + (arc * 0.5f);
@@ -324,6 +324,6 @@ public sealed partial class MeleeWeaponSystem
};
}
//CrystallPunk MeleeUpgrade end
//CrystallEdge MeleeUpgrade end
}