80 lines
2.7 KiB
C#
80 lines
2.7 KiB
C#
using Content.Client.Alerts;
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using Content.Shared.Pinpointer;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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namespace Content.Client.Pinpointer;
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public sealed class PinpointerSystem : SharedPinpointerSystem
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{
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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// WD EDIT START
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PinpointerComponent, UpdateAlertSpriteEvent>(OnUpdateAlertSprite);
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}
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private void OnUpdateAlertSprite(EntityUid uid, PinpointerComponent component, ref UpdateAlertSpriteEvent args)
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{
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if (args.Alert.ID != component.Alert)
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return;
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var sprite = args.SpriteViewEnt.Comp;
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var eye = _eyeManager.CurrentEye;
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var angle = component.DistanceToTarget switch
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{
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Distance.Close or Distance.Medium or Distance.Far => component.ArrowAngle + eye.Rotation,
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_ => Angle.Zero
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};
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_sprite.LayerSetRotation((args.SpriteViewEnt, sprite), PinpointerLayers.Screen, angle);
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sprite.LayerSetState(PinpointerLayers.Screen, component.DistanceToTarget.ToString().ToLower());
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}
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// WD EDIT END
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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// we want to show pinpointers arrow direction relative
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// to players eye rotation (like it was in SS13)
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// because eye can change it rotation anytime
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// we need to update this arrow in a update loop
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var query = EntityQueryEnumerator<PinpointerComponent, SpriteComponent>();
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while (query.MoveNext(out var uid, out var pinpointer, out var sprite))
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{
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// WD EDIT START
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if (!sprite.LayerExists(PinpointerLayers.Screen))
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continue;
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// WD EDIT END
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if (!pinpointer.HasTarget)
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{
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sprite.LayerSetRotation(PinpointerLayers.Screen, Angle.Zero);
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continue;
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}
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// End Frontier: ensure question mark is aligned with the screen
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var eye = _eyeManager.CurrentEye;
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var angle = pinpointer.ArrowAngle + eye.Rotation;
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switch (pinpointer.DistanceToTarget)
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{
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case Distance.Close:
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case Distance.Medium:
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case Distance.Far:
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_sprite.LayerSetRotation((uid, sprite), PinpointerLayers.Screen, angle);
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break;
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default:
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_sprite.LayerSetRotation((uid, sprite), PinpointerLayers.Screen, Angle.Zero);
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break;
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}
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}
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}
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}
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