Melee weapons animations upgrade (#41425)

* upgrading

* Update MeleeWeaponSystem.Effects.cs

* Easing
This commit is contained in:
Red
2026-01-04 00:29:48 +03:00
committed by GitHub
parent 269bd56844
commit da4a488197
3 changed files with 69 additions and 35 deletions

View File

@@ -43,6 +43,9 @@ public sealed partial class MeleeWeaponSystem
return;
}
var length = 1f;
var offset = 1f;
var spriteRotation = Angle.Zero;
if (arcComponent.Animation != WeaponArcAnimation.None
&& TryComp(weapon, out MeleeWeaponComponent? meleeWeaponComponent))
@@ -55,9 +58,11 @@ public sealed partial class MeleeWeaponSystem
if (meleeWeaponComponent.SwingLeft)
angle *= -1;
length = (1 / meleeWeaponComponent.AttackRate) * 0.6f;
offset = meleeWeaponComponent.AnimationOffset;
}
_sprite.SetRotation((animationUid, sprite), localPos.ToWorldAngle());
var distance = Math.Clamp(localPos.Length() / 2f, 0.2f, 1f);
var xform = _xformQuery.GetComponent(animationUid);
TrackUserComponent track;
@@ -67,16 +72,16 @@ public sealed partial class MeleeWeaponSystem
case WeaponArcAnimation.Slash:
track = EnsureComp<TrackUserComponent>(animationUid);
track.User = user;
_animation.Play(animationUid, GetSlashAnimation(sprite, angle, spriteRotation), SlashAnimationKey);
_animation.Play(animationUid, GetSlashAnimation((animationUid, sprite), angle, spriteRotation, length, offset), SlashAnimationKey);
if (arcComponent.Fadeout)
_animation.Play(animationUid, GetFadeAnimation(sprite, 0.065f, 0.065f + 0.05f), FadeAnimationKey);
_animation.Play(animationUid, GetFadeAnimation(sprite, length * 0.5f, length + 0.15f), FadeAnimationKey);
break;
case WeaponArcAnimation.Thrust:
track = EnsureComp<TrackUserComponent>(animationUid);
track.User = user;
_animation.Play(animationUid, GetThrustAnimation((animationUid, sprite), distance, spriteRotation), ThrustAnimationKey);
_animation.Play(animationUid, GetThrustAnimation((animationUid, sprite), offset, spriteRotation, length), ThrustAnimationKey);
if (arcComponent.Fadeout)
_animation.Play(animationUid, GetFadeAnimation(sprite, 0.05f, 0.15f), FadeAnimationKey);
_animation.Play(animationUid, GetFadeAnimation(sprite, length * 0.5f, length + 0.15f), FadeAnimationKey);
break;
case WeaponArcAnimation.None:
var (mapPos, mapRot) = TransformSystem.GetWorldPositionRotation(userXform);
@@ -89,21 +94,22 @@ public sealed partial class MeleeWeaponSystem
}
}
private Animation GetSlashAnimation(SpriteComponent sprite, Angle arc, Angle spriteRotation)
private Animation GetSlashAnimation(Entity<SpriteComponent> sprite, Angle arc, Angle spriteRotation, float length, float offset)
{
const float slashStart = 0.03f;
const float slashEnd = 0.065f;
const float length = slashEnd + 0.05f;
var startRotation = sprite.Rotation + arc / 2;
var endRotation = sprite.Rotation - arc / 2;
var startRotationOffset = startRotation.RotateVec(new Vector2(0f, -1f));
var endRotationOffset = endRotation.RotateVec(new Vector2(0f, -1f));
var startRotation = sprite.Comp.Rotation + (arc * 0.5f);
var endRotation = sprite.Comp.Rotation - (arc * 0.5f);
var startRotationOffset = startRotation.RotateVec(new Vector2(0f, -offset * 0.9f));
var minRotationOffset = sprite.Comp.Rotation.RotateVec(new Vector2(0f, -offset * 1.1f));
var endRotationOffset = endRotation.RotateVec(new Vector2(0f, -offset * 0.9f));
startRotation += spriteRotation;
endRotation += spriteRotation;
sprite.Comp.NoRotation = true;
return new Animation()
{
Length = TimeSpan.FromSeconds(length),
Length = TimeSpan.FromSeconds(length + 0.05f),
AnimationTracks =
{
new AnimationTrackComponentProperty()
@@ -112,10 +118,12 @@ public sealed partial class MeleeWeaponSystem
Property = nameof(SpriteComponent.Rotation),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(startRotation, 0f),
new AnimationTrackProperty.KeyFrame(startRotation, slashStart),
new AnimationTrackProperty.KeyFrame(endRotation, slashEnd)
}
new AnimationTrackProperty.KeyFrame(Angle.Lerp(startRotation,endRotation,0.0f), length * 0.0f),
new AnimationTrackProperty.KeyFrame(Angle.Lerp(startRotation,endRotation,0.5f), length * 0.10f),
new AnimationTrackProperty.KeyFrame(Angle.Lerp(startRotation,endRotation,1.0f), length * 0.15f),
new AnimationTrackProperty.KeyFrame(Angle.Lerp(startRotation,endRotation,0.9f), length * 0.20f),
new AnimationTrackProperty.KeyFrame(Angle.Lerp(startRotation,endRotation,0.80f), length * 0.6f, Easings.OutQuart)
},
},
new AnimationTrackComponentProperty()
{
@@ -123,21 +131,21 @@ public sealed partial class MeleeWeaponSystem
Property = nameof(SpriteComponent.Offset),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(startRotationOffset, 0f),
new AnimationTrackProperty.KeyFrame(startRotationOffset, slashStart),
new AnimationTrackProperty.KeyFrame(endRotationOffset, slashEnd)
new AnimationTrackProperty.KeyFrame(Vector2.Lerp(startRotationOffset,endRotationOffset,0.0f), length * 0.0f),
new AnimationTrackProperty.KeyFrame(minRotationOffset, length * 0.10f),
new AnimationTrackProperty.KeyFrame(Vector2.Lerp(startRotationOffset,endRotationOffset,1.0f), length * 0.15f),
new AnimationTrackProperty.KeyFrame(Vector2.Lerp(startRotationOffset,endRotationOffset,0.80f), length * 0.6f, Easings.OutQuart)
}
},
}
};
}
private Animation GetThrustAnimation(Entity<SpriteComponent> sprite, float distance, Angle spriteRotation)
private Animation GetThrustAnimation(Entity<SpriteComponent> sprite, float offset, Angle spriteRotation, float length)
{
const float thrustEnd = 0.05f;
const float length = 0.15f;
var startOffset = sprite.Comp.Rotation.RotateVec(new Vector2(0f, -distance / 5f));
var endOffset = sprite.Comp.Rotation.RotateVec(new Vector2(0f, -distance));
var startOffset = sprite.Comp.Rotation.RotateVec(new Vector2(0f, 0f));
var endOffset = sprite.Comp.Rotation.RotateVec(new Vector2(0f, -offset * 1.2f));
_sprite.SetRotation(sprite.AsNullable(), sprite.Comp.Rotation + spriteRotation);
return new Animation()
@@ -151,9 +159,11 @@ public sealed partial class MeleeWeaponSystem
Property = nameof(SpriteComponent.Offset),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(startOffset, 0f),
new AnimationTrackProperty.KeyFrame(endOffset, thrustEnd),
new AnimationTrackProperty.KeyFrame(endOffset, length),
new AnimationTrackProperty.KeyFrame(Vector2.Lerp(startOffset, endOffset, 0f), length * 0f),
new AnimationTrackProperty.KeyFrame(Vector2.Lerp(startOffset, endOffset, 0.65f), length * 0.10f),
new AnimationTrackProperty.KeyFrame(Vector2.Lerp(startOffset, endOffset, 1f), length * 0.20f),
new AnimationTrackProperty.KeyFrame(Vector2.Lerp(startOffset, endOffset, 0.9f), length * 0.30f),
new AnimationTrackProperty.KeyFrame(Vector2.Lerp(startOffset, endOffset, 0.7f), length * 0.60f, Easings.OutQuart)
}
},
}
@@ -200,11 +210,12 @@ public sealed partial class MeleeWeaponSystem
InterpolationMode = AnimationInterpolationMode.Linear,
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(direction.Normalized() * 0.15f, 0f),
new AnimationTrackProperty.KeyFrame(Vector2.Zero, length)
}
}
}
new AnimationTrackProperty.KeyFrame(Vector2.Zero, 0f),
new AnimationTrackProperty.KeyFrame(direction.Normalized() * 0.15f, length*0.4f),
new AnimationTrackProperty.KeyFrame(Vector2.Zero, length*0.6f),
},
},
},
};
}

View File

@@ -100,7 +100,7 @@ public sealed partial class MeleeWeaponComponent : Component
public Angle Angle = Angle.FromDegrees(60);
[DataField, AutoNetworkedField]
public EntProtoId Animation = "WeaponArcPunch";
public EntProtoId Animation = "WeaponArcThrust";
[DataField, AutoNetworkedField]
public EntProtoId WideAnimation = "WeaponArcSlash";
@@ -112,9 +112,26 @@ public sealed partial class MeleeWeaponComponent : Component
[DataField, AutoNetworkedField]
public Angle WideAnimationRotation = Angle.Zero;
/// <summary>
/// Attack animation direction.
/// </summary>
[DataField, AutoNetworkedField]
public bool SwingLeft;
/// <summary>
/// Change <see cref="SwingLeft"/> after every attack. Allows each attack to take turns being either left or right.
/// Thats looks cool visually
/// </summary>
[DataField, AutoNetworkedField]
public bool SwingBeverage = true;
/// <summary>
/// How far away from the player the animation should be played.
/// We don't connect it with attack range, because different weapons have different sprites,
/// and this value should be adjusted manually for every weapon ideally
/// </summary>
[DataField]
public float AnimationOffset = 1f;
// Sounds

View File

@@ -428,6 +428,12 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
var ev = new AttemptMeleeEvent();
RaiseLocalEvent(weaponUid, ref ev);
if (weapon.SwingBeverage)
{
weapon.SwingLeft = !weapon.SwingLeft;
DirtyField(weaponUid, weapon, nameof(MeleeWeaponComponent.SwingLeft));
}
if (ev.Cancelled)
{
if (ev.Message != null)