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- using System.Numerics;
- using Content.Client.Hands.Systems;
- using Content.Shared.Weapons.Ranged.Components;
- using Robust.Client.GameObjects;
- using Robust.Client.Graphics;
- using Robust.Client.Input;
- using Robust.Client.Serialization;
- using Robust.Client.UserInterface;
- using Robust.Shared.Enums;
- using Robust.Shared.Graphics;
- using Robust.Shared.Utility;
- namespace Content.Client.CombatMode;
- /// <summary>
- /// This shows something like crosshairs for the combat mode next to the mouse cursor.
- /// For weapons with the gun class, a crosshair of one type is displayed,
- /// while for all other types of weapons and items in hand, as well as for an empty hand,
- /// a crosshair of a different type is displayed. These crosshairs simply show the state of combat mode (on|off).
- /// </summary>
- public sealed class CombatModeIndicatorsOverlay : Overlay
- {
- private readonly IInputManager _inputManager;
- private readonly IEntityManager _entMan;
- private readonly IEyeManager _eye;
- private readonly CombatModeSystem _combat;
- private readonly HandsSystem _hands = default!;
- private readonly Texture _gunSight;
- private readonly Texture _gunBoltSight;
- private readonly Texture _meleeSight;
- public override OverlaySpace Space => OverlaySpace.ScreenSpace;
- public Color MainColor = Color.White.WithAlpha(0.3f);
- public Color StrokeColor = Color.Black.WithAlpha(0.5f);
- public float Scale = 0.6f; // 1 is a little big
- public CombatModeIndicatorsOverlay(IInputManager input, IEntityManager entMan,
- IEyeManager eye, CombatModeSystem combatSys, HandsSystem hands)
- {
- _inputManager = input;
- _entMan = entMan;
- _eye = eye;
- _combat = combatSys;
- _hands = hands;
- var spriteSys = _entMan.EntitySysManager.GetEntitySystem<SpriteSystem>();
- _gunSight = spriteSys.Frame0(new SpriteSpecifier.Rsi(new ResPath("/Textures/Interface/Misc/crosshair_pointers.rsi"),
- "gun_sight"));
- _gunBoltSight = spriteSys.Frame0(new SpriteSpecifier.Rsi(new ResPath("/Textures/Interface/Misc/crosshair_pointers.rsi"),
- "gun_bolt_sight"));
- _meleeSight = spriteSys.Frame0(new SpriteSpecifier.Rsi(new ResPath("/Textures/Interface/Misc/crosshair_pointers.rsi"),
- "melee_sight"));
- }
- protected override bool BeforeDraw(in OverlayDrawArgs args)
- {
- if (!_combat.IsInCombatMode())
- return false;
- return base.BeforeDraw(in args);
- }
- protected override void Draw(in OverlayDrawArgs args)
- {
- var mouseScreenPosition = _inputManager.MouseScreenPosition;
- var mousePosMap = _eye.PixelToMap(mouseScreenPosition);
- if (mousePosMap.MapId != args.MapId)
- return;
- var handEntity = _hands.GetActiveHandEntity();
- var isHandGunItem = _entMan.HasComponent<GunComponent>(handEntity);
- var isGunBolted = true;
- if (_entMan.TryGetComponent(handEntity, out ChamberMagazineAmmoProviderComponent? chamber))
- isGunBolted = chamber.BoltClosed ?? true;
- var mousePos = mouseScreenPosition.Position;
- var uiScale = (args.ViewportControl as Control)?.UIScale ?? 1f;
- var limitedScale = uiScale > 1.25f ? 1.25f : uiScale;
- var sight = isHandGunItem ? (isGunBolted ? _gunSight : _gunBoltSight) : _meleeSight;
- DrawSight(sight, args.ScreenHandle, mousePos, limitedScale * Scale);
- }
- private void DrawSight(Texture sight, DrawingHandleScreen screen, Vector2 centerPos, float scale)
- {
- var sightSize = sight.Size * scale;
- var expandedSize = sightSize + new Vector2(7f, 7f);
- screen.DrawTextureRect(sight,
- UIBox2.FromDimensions(centerPos - sightSize * 0.5f, sightSize), StrokeColor);
- screen.DrawTextureRect(sight,
- UIBox2.FromDimensions(centerPos - expandedSize * 0.5f, expandedSize), MainColor);
- }
- }
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