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* wallmount debug overlay * make circles a little smoother * add permissions * Update Resources/Locale/en-US/commands/show-wallmounts-command.ftl Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * fix --------- Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
59 lines
2.1 KiB
C#
59 lines
2.1 KiB
C#
using Content.Shared.Interaction;
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using Content.Shared.Wall;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using System.Numerics;
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namespace Content.Client.Wall;
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/// <summary>
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/// Shows the area in which entities with <see cref="WallMountComponent" /> can be interacted from.
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/// </summary>
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public sealed class WallmountDebugOverlay : Overlay
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{
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[Dependency] private readonly IEntityManager _entManager = default!;
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private readonly SharedTransformSystem _transform;
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private readonly EntityLookupSystem _lookup;
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private readonly HashSet<Entity<WallMountComponent>> _intersecting = [];
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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public WallmountDebugOverlay()
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{
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IoCManager.InjectDependencies(this);
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_transform = _entManager.System<SharedTransformSystem>();
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_lookup = _entManager.System<EntityLookupSystem>();
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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_intersecting.Clear();
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_lookup.GetEntitiesIntersecting(args.MapId, args.WorldBounds, _intersecting);
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foreach (var ent in _intersecting)
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{
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var (worldPos, worldRot) = _transform.GetWorldPositionRotation(ent.Owner);
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DrawArc(args.WorldHandle, worldPos, SharedInteractionSystem.InteractionRange, worldRot + ent.Comp.Direction, ent.Comp.Arc);
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}
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}
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private static void DrawArc(DrawingHandleWorld handle, Vector2 position, float radius, Angle rot, Angle arc)
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{
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// 32 segments for a full circle, but 2 at least
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var segments = Math.Max((int)(arc.Theta / Math.Tau * 32), 2);
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var step = arc.Theta / (segments - 1);
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var verts = new Vector2[segments + 1];
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verts[0] = position;
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for (var i = 0; i < segments; i++)
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{
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var angle = (float)(-arc.Theta / 2 + i * step - rot.Theta + Math.PI);
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var pos = new Vector2(MathF.Sin(angle), MathF.Cos(angle));
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verts[i + 1] = position + pos * radius;
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}
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handle.DrawPrimitives(DrawPrimitiveTopology.TriangleFan, verts, Color.Green.WithAlpha(0.5f));
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}
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}
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