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https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-14 19:29:36 +01:00
Misc SpriteSystem fixes (#6001)
* Move GetPrototypeTextures to SpriteSystem * Fix tests * Fix #6002 * release notes --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -43,6 +43,7 @@ END TEMPLATE-->
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### Bugfixes
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* Fix `SpriteComponent.Layer.Visible` setter not marking a sprite's bounding box as dirty.
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* The audio params in the passed SoundSpecifier for PlayStatic(SoundSpecifier, Filter, ...) will now be used as a default like other PlayStatic overrides.
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### Other
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@@ -21,7 +21,7 @@ public sealed class SpriteTreeSystem : ComponentTreeSystem<SpriteTreeComponent,
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protected override Box2 ExtractAabb(in ComponentTreeEntry<SpriteComponent> entry, Vector2 pos, Angle rot)
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{
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// TODO SPRITE optimize this
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// Because the just take the BB of the rotated BB, I'mt pretty sure we do a lot of unnecessary maths.
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// Because the just take the BB of the rotated BB, I'm pretty sure we do a lot of unnecessary maths.
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return _sprite.CalculateBounds((entry.Uid, entry.Component), pos, rot, default).CalcBoundingBox();
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}
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@@ -1224,6 +1224,8 @@ namespace Robust.Client.GameObjects
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return;
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_visible = value;
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Owner.Comp.BoundsDirty = true;
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// ReSharper disable once ConditionalAccessQualifierIsNonNullableAccordingToAPIContract
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if (_parent.Owner != EntityUid.Invalid)
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Owner.Comp.Sys?.QueueUpdateIsInert(Owner);
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@@ -1791,76 +1793,15 @@ namespace Robust.Client.GameObjects
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[Obsolete("Use SpriteSystem.GetPrototypeTextures() instead")]
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public static IEnumerable<IDirectionalTextureProvider> GetPrototypeTextures(EntityPrototype prototype, IResourceCache resourceCache, out bool noRot)
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{
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var results = new List<IDirectionalTextureProvider>();
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noRot = false;
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// TODO when moving to a non-static method in a system, pass in IComponentFactory
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if (prototype.TryGetComponent(out IconComponent? icon))
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{
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var sys = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<SpriteSystem>();
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results.Add(sys.GetIcon(icon));
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return results;
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}
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if (!prototype.Components.TryGetValue("Sprite", out _))
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{
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results.Add(resourceCache.GetFallback<TextureResource>().Texture);
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return results;
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}
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var dummy = entityManager.SpawnEntity(prototype.ID, MapCoordinates.Nullspace);
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var spriteComponent = entityManager.EnsureComponent<SpriteComponent>(dummy);
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EntitySystem.Get<AppearanceSystem>().OnChangeData(dummy, spriteComponent);
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foreach (var layer in spriteComponent.AllLayers)
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{
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if (!layer.Visible) continue;
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if (layer.Texture != null)
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{
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results.Add(layer.Texture);
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continue;
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}
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if (!layer.RsiState.IsValid) continue;
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var rsi = layer.Rsi ?? spriteComponent.BaseRSI;
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if (rsi == null ||
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!rsi.TryGetState(layer.RsiState, out var state))
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continue;
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results.Add(state);
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}
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noRot = spriteComponent.NoRotation;
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entityManager.DeleteEntity(dummy);
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if (results.Count == 0)
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results.Add(resourceCache.GetFallback<TextureResource>().Texture);
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return results;
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var sys = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<SpriteSystem>();
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return sys.GetPrototypeTextures(prototype, out noRot);
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}
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[Obsolete("Use SpriteSystem.GetPrototypeIcon() instead")]
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public static IRsiStateLike GetPrototypeIcon(EntityPrototype prototype, IResourceCache resourceCache)
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{
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var sys = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<SpriteSystem>();
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// TODO when moving to a non-static method in a system, pass in IComponentFactory
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if (prototype.TryGetComponent(out IconComponent? icon))
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return sys.GetIcon(icon);
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if (!prototype.Components.ContainsKey("Sprite"))
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return sys.GetFallbackState();
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var dummy = entityManager.SpawnEntity(prototype.ID, MapCoordinates.Nullspace);
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var spriteComponent = entityManager.EnsureComponent<SpriteComponent>(dummy);
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var result = spriteComponent.Icon ?? sys.GetFallbackState();
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entityManager.DeleteEntity(dummy);
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return result;
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return sys.GetPrototypeIcon(prototype);
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}
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}
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}
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@@ -56,10 +56,6 @@ public sealed partial class SpriteSystem
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/// </summary>
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public IRsiStateLike GetPrototypeIcon(string prototype)
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{
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// Check if this prototype has been cached before, and if so return the result.
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if (_cachedPrototypeIcons.TryGetValue(prototype, out var cachedResult))
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return cachedResult;
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if (!_proto.TryIndex<EntityPrototype>(prototype, out var entityPrototype))
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{
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// The specified prototype doesn't exist, return the fallback "error" sprite.
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@@ -67,11 +63,7 @@ public sealed partial class SpriteSystem
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return GetFallbackState();
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}
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// Generate the icon and cache it in case it's ever needed again.
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var result = GetPrototypeIcon(entityPrototype);
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_cachedPrototypeIcons[prototype] = result;
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return result;
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return GetPrototypeIcon(entityPrototype);
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}
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/// <summary>
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@@ -79,13 +71,19 @@ public sealed partial class SpriteSystem
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/// This method does NOT cache the result.
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/// </summary>
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public IRsiStateLike GetPrototypeIcon(EntityPrototype prototype)
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{
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// This method may spawn & delete an entity to get an accruate RSI state, hence we cache the results
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if (_cachedPrototypeIcons.TryGetValue(prototype.ID, out var cachedResult))
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return cachedResult;
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return _cachedPrototypeIcons[prototype.ID] = GetPrototypeIconInternal(prototype);
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}
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private IRsiStateLike GetPrototypeIconInternal(EntityPrototype prototype)
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{
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// IconComponent takes precedence. If it has a valid icon, return that. Otherwise, continue as normal.
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if (prototype.Components.TryGetValue("Icon", out var compData)
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&& compData.Component is IconComponent icon)
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{
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if (prototype.TryGetComponent(out IconComponent? icon, _factory))
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return GetIcon(icon);
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}
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// If the prototype doesn't have a SpriteComponent, then there's nothing we can do but return the fallback.
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if (!prototype.Components.ContainsKey("Sprite"))
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@@ -102,6 +100,63 @@ public sealed partial class SpriteSystem
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return result;
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}
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public IEnumerable<IDirectionalTextureProvider> GetPrototypeTextures(EntityPrototype proto) =>
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GetPrototypeTextures(proto, out _);
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public IEnumerable<IDirectionalTextureProvider> GetPrototypeTextures(EntityPrototype proto, out bool noRot)
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{
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var results = new List<IDirectionalTextureProvider>();
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noRot = false;
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if (proto.TryGetComponent(out IconComponent? icon, _factory))
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{
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results.Add(GetIcon(icon));
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return results;
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}
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if (!proto.Components.ContainsKey("Sprite"))
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{
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results.Add(_resourceCache.GetFallback<TextureResource>().Texture);
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return results;
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}
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var dummy = Spawn(proto.ID, MapCoordinates.Nullspace);
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var spriteComponent = EnsureComp<SpriteComponent>(dummy);
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// TODO SPRITE is this needed?
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// And if it is, shouldn't GetPrototypeIconInternal also use this?
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_appearance.OnChangeData(dummy, spriteComponent);
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foreach (var layer in spriteComponent.AllLayers)
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{
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if (!layer.Visible)
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continue;
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if (layer.Texture != null)
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{
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results.Add(layer.Texture);
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continue;
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}
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if (!layer.RsiState.IsValid)
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continue;
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var rsi = layer.Rsi ?? spriteComponent.BaseRSI;
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if (rsi == null || !rsi.TryGetState(layer.RsiState, out var state))
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continue;
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results.Add(state);
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}
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noRot = spriteComponent.NoRotation;
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Del(dummy);
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if (results.Count == 0)
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results.Add(_resourceCache.GetFallback<TextureResource>().Texture);
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return results;
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}
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[Pure]
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public RSI.State GetFallbackState()
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{
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@@ -34,8 +34,12 @@ namespace Robust.Client.GameObjects
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly IResourceCache _resourceCache = default!;
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[Dependency] private readonly ILogManager _logManager = default!;
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[Dependency] private readonly IComponentFactory _factory = default!;
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// Note that any new system dependencies have to be added to RobustUnitTest.BaseSetup()
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[Dependency] private readonly SharedTransformSystem _xforms = default!;
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[Dependency] private readonly SpriteTreeSystem _tree = default!;
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[Dependency] private readonly AppearanceSystem _appearance = default!;
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public static readonly ProtoId<ShaderPrototype> UnshadedId = "unshaded";
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private readonly Queue<SpriteComponent> _inertUpdateQueue = new();
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@@ -28,6 +28,7 @@ using Robust.Shared.Player;
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using Robust.Shared.Reflection;
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using Robust.Shared.Threading;
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using Robust.Shared.Utility;
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using AppearanceSystem = Robust.Client.GameObjects.AppearanceSystem;
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using InputSystem = Robust.Server.GameObjects.InputSystem;
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using MapSystem = Robust.Server.GameObjects.MapSystem;
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using PointLightComponent = Robust.Client.GameObjects.PointLightComponent;
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@@ -141,6 +142,7 @@ namespace Robust.UnitTesting
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systems.LoadExtraSystemType<RecursiveMoveSystem>();
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systems.LoadExtraSystemType<SpriteSystem>();
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systems.LoadExtraSystemType<SpriteTreeSystem>();
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systems.LoadExtraSystemType<AppearanceSystem>();
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systems.LoadExtraSystemType<GridChunkBoundsDebugSystem>();
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}
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else
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