Files
RobustToolbox/Robust.Client/GameObjects/EntitySystems/VelocityDebugSystem.cs
Pieter-Jan Briers 7fbcfeaa8f Warning fixes (#5275)
* Warning fixes in Robust.Shared

* Robust.Client warning fixes

* Fix test failure

Test failures were due to broken system registrations for the client RobustUnitTest. It was accidentally registering some server systems, which means DebugPhysicsSystem wasn't gettings its dependencies properly.

Fixing this meant pulling half a dozen extra dependencies that client ContainerSystem and TransformSystem are supposed to have, but didn't.
2024-07-10 01:38:32 +02:00

55 lines
1.8 KiB
C#

using System.Numerics;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Physics.Components;
namespace Robust.Client.GameObjects
{
public sealed class VelocityDebugSystem : EntitySystem
{
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly TransformSystem _transform = default!;
internal bool Enabled { get; set; }
private Label _label = default!;
public override void Initialize()
{
base.Initialize();
_label = new Label();
IoCManager.Resolve<IUserInterfaceManager>().StateRoot.AddChild(_label);
}
public override void FrameUpdate(float frameTime)
{
base.FrameUpdate(frameTime);
if (!Enabled)
{
_label.Visible = false;
return;
}
var player = _playerManager.LocalEntity;
if (player == null || !EntityManager.TryGetComponent(player.Value, out PhysicsComponent? body))
{
_label.Visible = false;
return;
}
var screenPos = _eyeManager.WorldToScreen(_transform.GetWorldPosition(Transform(player.Value)));
LayoutContainer.SetPosition(_label, screenPos + new Vector2(0, 50));
_label.Visible = true;
_label.Text = $"Speed: {body.LinearVelocity.Length():0.00}\nLinear: {body.LinearVelocity.X:0.00}, {body.LinearVelocity.Y:0.00}\nAngular: {body.AngularVelocity}";
}
}
}