Files
RobustToolbox/Robust.Client/GameObjects/Components/Eye/EyeComponent.cs
T

187 lines
5.3 KiB
C#

using Robust.Client.Graphics;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Robust.Client.GameObjects
{
[RegisterComponent, ComponentReference(typeof(SharedEyeComponent))]
public sealed class EyeComponent : SharedEyeComponent
{
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[ViewVariables]
private Eye? _eye = default!;
// Horrible hack to get around ordering issues.
private bool _setCurrentOnInitialize;
[DataField("drawFov")]
private bool _setDrawFovOnInitialize = true;
[DataField("zoom")]
private Vector2 _setZoomOnInitialize = Vector2.One;
/// <summary>
/// If not null, this entity is used to update the eye's position instead of just using the component's owner.
/// </summary>
/// <remarks>
/// This is useful for things like vehicles that effectively need to hijack the eye. This allows them to do
/// that without messing with the main viewport's eye. This is important as there are some overlays that are
/// only be drawn if that viewport's eye belongs to the currently controlled entity.
/// </remarks>
[ViewVariables]
public EntityUid? Target;
public IEye? Eye => _eye;
[ViewVariables(VVAccess.ReadWrite)]
public bool Current
{
get => _eyeManager.CurrentEye == _eye;
set
{
if (_eye == null)
{
_setCurrentOnInitialize = value;
return;
}
if (_eyeManager.CurrentEye == _eye == value)
return;
if (value)
{
_eyeManager.CurrentEye = _eye;
}
else
{
_eyeManager.ClearCurrentEye();
}
}
}
public override Vector2 Zoom
{
get => _eye?.Zoom ?? _setZoomOnInitialize;
set
{
if (_eye == null)
{
_setZoomOnInitialize = value;
}
else
{
_eye.Zoom = value;
}
}
}
public override Angle Rotation
{
get => _eye?.Rotation ?? Angle.Zero;
set
{
if (_eye != null)
_eye.Rotation = value;
}
}
public override Vector2 Offset
{
get => _eye?.Offset ?? default;
set
{
if (_eye != null)
_eye.Offset = value;
}
}
public override bool DrawFov
{
get => _eye?.DrawFov ?? _setDrawFovOnInitialize;
set
{
if (_eye == null)
{
_setDrawFovOnInitialize = value;
}
else
{
_eye.DrawFov = value;
}
}
}
[ViewVariables]
public MapCoordinates? Position => _eye?.Position;
/// <inheritdoc />
protected override void Initialize()
{
base.Initialize();
_eye = new Eye
{
Position = _entityManager.GetComponent<TransformComponent>(Owner).MapPosition,
Zoom = _setZoomOnInitialize,
DrawFov = _setDrawFovOnInitialize
};
if ((_eyeManager.CurrentEye == _eye) != _setCurrentOnInitialize)
{
if (_setCurrentOnInitialize)
{
_eyeManager.ClearCurrentEye();
}
else
{
_eyeManager.CurrentEye = _eye;
}
}
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
base.HandleComponentState(curState, nextState);
if (curState is not EyeComponentState state)
{
return;
}
DrawFov = state.DrawFov;
// TODO: Should be a way for content to override lerping and lerp the zoom
Zoom = state.Zoom;
Offset = state.Offset;
VisibilityMask = state.VisibilityMask;
}
protected override void OnRemove()
{
base.OnRemove();
Current = false;
}
/// <summary>
/// Updates the Eye of this entity with the transform position. This has to be called every frame to
/// keep the view following the entity.
/// </summary>
public void UpdateEyePosition()
{
if (_eye == null) return;
if (!_entityManager.TryGetComponent(Target, out TransformComponent? xform))
{
xform = _entityManager.GetComponent<TransformComponent>(Owner);
Target = null;
}
_eye.Position = xform.MapPosition;
}
}
}