Files
RobustToolbox/Robust.Client/GameObjects/EntitySystems/EyeUpdateSystem.cs
metalgearsloth a274b8dfc2 EntityQuery no longer yields paused by default (#1521)
* Change EntityQuery to not get paused by default

* GetAllComponents

* Fix shell commands

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-02-04 00:20:31 +11:00

97 lines
3.3 KiB
C#

using System;
using JetBrains.Annotations;
using Robust.Client.Interfaces.Graphics.ClientEye;
using Robust.Client.Physics;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
#nullable enable
namespace Robust.Client.GameObjects.EntitySystems
{
/// <summary>
/// Updates the position of every Eye every frame, so that the camera follows the player around.
/// </summary>
[UsedImplicitly]
internal class EyeUpdateSystem : EntitySystem
{
// How fast the camera rotates in radians
private const float CameraRotateSpeed = MathF.PI;
private const float CameraSnapTolerance = 0.01f;
#pragma warning disable 649, CS8618
// ReSharper disable once NotNullMemberIsNotInitialized
[Dependency] private readonly IEyeManager _eyeManager;
#pragma warning restore 649, CS8618
/// <inheritdoc />
public override void Initialize()
{
base.Initialize();
//WARN: Tightly couples this system with InputSystem, and assumes InputSystem exists and is initialized
CommandBinds.Builder
.Bind(EngineKeyFunctions.CameraRotateRight, new NullInputCmdHandler())
.Bind(EngineKeyFunctions.CameraRotateLeft, new NullInputCmdHandler())
.Register<EyeUpdateSystem>();
// Make sure this runs *after* entities have been moved by interpolation and movement.
UpdatesAfter.Add(typeof(TransformSystem));
UpdatesAfter.Add(typeof(PhysicsSystem));
}
/// <inheritdoc />
public override void Shutdown()
{
//WARN: Tightly couples this system with InputSystem, and assumes InputSystem exists and is initialized
CommandBinds.Unregister<EyeUpdateSystem>();
base.Shutdown();
}
/// <inheritdoc />
public override void FrameUpdate(float frameTime)
{
var currentEye = _eyeManager.CurrentEye;
var inputSystem = EntitySystemManager.GetEntitySystem<InputSystem>();
var direction = 0;
if (inputSystem.CmdStates[EngineKeyFunctions.CameraRotateRight] == BoundKeyState.Down)
{
direction += 1;
}
if (inputSystem.CmdStates[EngineKeyFunctions.CameraRotateLeft] == BoundKeyState.Down)
{
direction -= 1;
}
// apply camera rotation
if(direction != 0)
{
currentEye.Rotation += CameraRotateSpeed * frameTime * direction;
currentEye.Rotation = currentEye.Rotation.Reduced();
}
else
{
// snap to cardinal directions
var closestDir = currentEye.Rotation.GetCardinalDir().ToVec();
var currentDir = currentEye.Rotation.ToVec();
var dot = Vector2.Dot(closestDir, currentDir);
if (MathHelper.CloseTo(dot, 1, CameraSnapTolerance))
{
currentEye.Rotation = closestDir.ToAngle();
}
}
foreach (var eyeComponent in EntityManager.ComponentManager.EntityQuery<EyeComponent>(true))
{
eyeComponent.UpdateEyePosition();
}
}
}
}