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- using System.Diagnostics.Contracts;
- using System.Numerics;
- using Content.Client.GameTicking.Managers;
- using Content.Shared.Light.Components;
- using Content.Shared.Light.EntitySystems;
- using Robust.Shared.Timing;
- using Robust.Shared.Utility;
- namespace Content.Client.Light.EntitySystems;
- public sealed class SunShadowSystem : SharedSunShadowSystem
- {
- [Dependency] private readonly ClientGameTicker _ticker = default!;
- [Dependency] private readonly IGameTiming _timing = default!;
- [Dependency] private readonly MetaDataSystem _metadata = default!;
- public override void Update(float frameTime)
- {
- base.Update(frameTime);
- if (!_timing.IsFirstTimePredicted)
- return;
- var mapQuery = AllEntityQuery<SunShadowCycleComponent, SunShadowComponent>();
- while (mapQuery.MoveNext(out var uid, out var cycle, out var shadow))
- {
- if (!cycle.Running || cycle.Directions.Count == 0)
- continue;
- var pausedTime = _metadata.GetPauseTime(uid);
- var time = (float)(_timing.CurTime
- .Add(cycle.Offset)
- .Subtract(_ticker.RoundStartTimeSpan)
- .Subtract(pausedTime)
- .TotalSeconds % cycle.Duration.TotalSeconds);
- var (direction, alpha) = GetShadow((uid, cycle), time);
- shadow.Direction = direction;
- shadow.Alpha = alpha;
- }
- }
- [Pure]
- public (Vector2 Direction, float Alpha) GetShadow(Entity<SunShadowCycleComponent> entity, float time)
- {
- // So essentially the values are stored as the percentages of the total duration just so it adjusts the speed
- // dynamically and we don't have to manually handle it.
- // It will lerp from each value to the next one with angle and length handled separately
- var ratio = (float) (time / entity.Comp.Duration.TotalSeconds);
- for (var i = entity.Comp.Directions.Count - 1; i >= 0; i--)
- {
- var dir = entity.Comp.Directions[i];
- if (ratio > dir.Ratio)
- {
- var next = entity.Comp.Directions[(i + 1) % entity.Comp.Directions.Count];
- float nextRatio;
- // Last entry
- if (i == entity.Comp.Directions.Count - 1)
- {
- nextRatio = next.Ratio + 1f;
- }
- else
- {
- nextRatio = next.Ratio;
- }
- var range = nextRatio - dir.Ratio;
- var diff = (ratio - dir.Ratio) / range;
- DebugTools.Assert(diff is >= 0f and <= 1f);
- // We lerp angle + length separately as we don't want a straight-line lerp and want the rotation to be consistent.
- var currentAngle = dir.Direction.ToAngle();
- var nextAngle = next.Direction.ToAngle();
- var angle = Angle.Lerp(currentAngle, nextAngle, diff);
- // This is to avoid getting weird issues where the angle gets pretty close but length still noticeably catches up.
- var lengthDiff = MathF.Pow(diff, 1f / 2f);
- var length = float.Lerp(dir.Direction.Length(), next.Direction.Length(), lengthDiff);
- var vector = angle.ToVec() * length;
- var alpha = float.Lerp(dir.Alpha, next.Alpha, diff);
- return (vector, alpha);
- }
- }
- throw new InvalidOperationException();
- }
- }
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