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Content.Client/_Goobstation/Emoting/AnimatedEmotesSystem.cs
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using Robust.Client.Animations; | ||
using Robust.Shared.Animations; | ||
using Robust.Shared.GameStates; | ||
using Robust.Client.GameObjects; | ||
using Content.Shared.Emoting; | ||
using System.Numerics; | ||
using Robust.Shared.Prototypes; | ||
using Content.Shared.Chat.Prototypes; | ||
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namespace Content.Client.Emoting; | ||
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public sealed partial class AnimatedEmotesSystem : SharedAnimatedEmotesSystem | ||
{ | ||
[Dependency] private readonly AnimationPlayerSystem _anim = default!; | ||
[Dependency] private readonly IPrototypeManager _prot = default!; | ||
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public override void Initialize() | ||
{ | ||
base.Initialize(); | ||
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SubscribeLocalEvent<AnimatedEmotesComponent, ComponentHandleState>(OnHandleState); | ||
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SubscribeLocalEvent<AnimatedEmotesComponent, AnimationFlipEmoteEvent>(OnFlip); | ||
SubscribeLocalEvent<AnimatedEmotesComponent, AnimationSpinEmoteEvent>(OnSpin); | ||
SubscribeLocalEvent<AnimatedEmotesComponent, AnimationJumpEmoteEvent>(OnJump); | ||
} | ||
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public void PlayEmote(EntityUid uid, Animation anim, string animationKey = "emoteAnimKeyId") | ||
{ | ||
if (_anim.HasRunningAnimation(uid, animationKey)) | ||
return; | ||
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_anim.Play(uid, anim, animationKey); | ||
} | ||
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private void OnHandleState(EntityUid uid, AnimatedEmotesComponent component, ref ComponentHandleState args) | ||
{ | ||
if (args.Current is not AnimatedEmotesComponentState state | ||
|| !_prot.TryIndex<EmotePrototype>(state.Emote, out var emote)) | ||
return; | ||
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if (emote.Event != null) | ||
RaiseLocalEvent(uid, emote.Event); | ||
} | ||
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private void OnFlip(Entity<AnimatedEmotesComponent> ent, ref AnimationFlipEmoteEvent args) | ||
{ | ||
var a = new Animation | ||
{ | ||
Length = TimeSpan.FromMilliseconds(500), | ||
AnimationTracks = | ||
{ | ||
new AnimationTrackComponentProperty | ||
{ | ||
ComponentType = typeof(SpriteComponent), | ||
Property = nameof(SpriteComponent.Rotation), | ||
InterpolationMode = AnimationInterpolationMode.Linear, | ||
KeyFrames = | ||
{ | ||
new AnimationTrackProperty.KeyFrame(Angle.Zero, 0f), | ||
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(180), 0.25f), | ||
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(360), 0.25f), | ||
} | ||
} | ||
} | ||
}; | ||
PlayEmote(ent, a); | ||
} | ||
private void OnSpin(Entity<AnimatedEmotesComponent> ent, ref AnimationSpinEmoteEvent args) | ||
{ | ||
var a = new Animation | ||
{ | ||
Length = TimeSpan.FromMilliseconds(600), | ||
AnimationTracks = | ||
{ | ||
new AnimationTrackComponentProperty | ||
{ | ||
ComponentType = typeof(TransformComponent), | ||
Property = nameof(TransformComponent.LocalRotation), | ||
InterpolationMode = AnimationInterpolationMode.Linear, | ||
KeyFrames = | ||
{ | ||
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(0), 0f), | ||
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(90), 0.075f), | ||
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(180), 0.075f), | ||
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(270), 0.075f), | ||
new AnimationTrackProperty.KeyFrame(Angle.Zero, 0.075f), | ||
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(90), 0.075f), | ||
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(180), 0.075f), | ||
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(270), 0.075f), | ||
new AnimationTrackProperty.KeyFrame(Angle.Zero, 0.075f), | ||
} | ||
} | ||
} | ||
}; | ||
PlayEmote(ent, a, "emoteAnimSpin"); | ||
} | ||
private void OnJump(Entity<AnimatedEmotesComponent> ent, ref AnimationJumpEmoteEvent args) | ||
{ | ||
var a = new Animation | ||
{ | ||
Length = TimeSpan.FromMilliseconds(250), | ||
AnimationTracks = | ||
{ | ||
new AnimationTrackComponentProperty | ||
{ | ||
ComponentType = typeof(SpriteComponent), | ||
Property = nameof(SpriteComponent.Offset), | ||
InterpolationMode = AnimationInterpolationMode.Cubic, | ||
KeyFrames = | ||
{ | ||
new AnimationTrackProperty.KeyFrame(Vector2.Zero, 0f), | ||
new AnimationTrackProperty.KeyFrame(new Vector2(0, .35f), 0.125f), | ||
new AnimationTrackProperty.KeyFrame(Vector2.Zero, 0.125f), | ||
} | ||
} | ||
} | ||
}; | ||
PlayEmote(ent, a); | ||
} | ||
} |
28 changes: 28 additions & 0 deletions
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Content.Server/_Goobstation/Emoting/AnimatedEmotesSystem.cs
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using Robust.Shared.GameStates; | ||
using Content.Server.Chat.Systems; | ||
using Content.Shared.Chat.Prototypes; | ||
using Content.Shared.Emoting; | ||
using Robust.Shared.Prototypes; | ||
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namespace Content.Server.Emoting; | ||
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public sealed partial class AnimatedEmotesSystem : SharedAnimatedEmotesSystem | ||
{ | ||
public override void Initialize() | ||
{ | ||
base.Initialize(); | ||
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SubscribeLocalEvent<AnimatedEmotesComponent, EmoteEvent>(OnEmote); | ||
} | ||
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private void OnEmote(EntityUid uid, AnimatedEmotesComponent component, ref EmoteEvent args) | ||
{ | ||
PlayEmoteAnimation(uid, component, args.Emote.ID); | ||
} | ||
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public void PlayEmoteAnimation(EntityUid uid, AnimatedEmotesComponent component, ProtoId<EmotePrototype> prot) | ||
{ | ||
component.Emote = prot; | ||
Dirty(uid, component); | ||
} | ||
} |
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28 changes: 28 additions & 0 deletions
28
Content.Shared/_Goobstation/Emoting/AnimatedEmotesComponent.cs
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using Content.Shared.Chat.Prototypes; | ||
using Robust.Shared.GameStates; | ||
using Robust.Shared.Prototypes; | ||
using Robust.Shared.Serialization; | ||
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namespace Content.Shared.Emoting; | ||
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// use as a template | ||
//[Serializable, NetSerializable, DataDefinition] public sealed partial class AnimationNameEmoteEvent : EntityEventArgs { } | ||
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[Serializable, NetSerializable, DataDefinition] public sealed partial class AnimationFlipEmoteEvent : EntityEventArgs { } | ||
[Serializable, NetSerializable, DataDefinition] public sealed partial class AnimationSpinEmoteEvent : EntityEventArgs { } | ||
[Serializable, NetSerializable, DataDefinition] public sealed partial class AnimationJumpEmoteEvent : EntityEventArgs { } | ||
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[RegisterComponent, NetworkedComponent] public sealed partial class AnimatedEmotesComponent : Component | ||
{ | ||
[DataField] public ProtoId<EmotePrototype>? Emote; | ||
} | ||
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[Serializable, NetSerializable] public sealed partial class AnimatedEmotesComponentState : ComponentState | ||
{ | ||
public ProtoId<EmotePrototype>? Emote; | ||
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public AnimatedEmotesComponentState(ProtoId<EmotePrototype>? emote) | ||
{ | ||
Emote = emote; | ||
} | ||
} |
18 changes: 18 additions & 0 deletions
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Content.Shared/_Goobstation/Emoting/SharedAnimatedEmotesSystem.cs
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using Robust.Shared.GameStates; | ||
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namespace Content.Shared.Emoting; | ||
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public abstract class SharedAnimatedEmotesSystem : EntitySystem | ||
{ | ||
public override void Initialize() | ||
{ | ||
base.Initialize(); | ||
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SubscribeLocalEvent<AnimatedEmotesComponent, ComponentGetState>(OnGetState); | ||
} | ||
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private void OnGetState(Entity<AnimatedEmotesComponent> ent, ref ComponentGetState args) | ||
{ | ||
args.State = new AnimatedEmotesComponentState(ent.Comp.Emote); | ||
} | ||
} |
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chat-emote-name-flip = Do a flip | ||
chat-emote-name-spin = Spin | ||
chat-emote-name-jump = Jump | ||
chat-emote-msg-flip = does a flip! | ||
chat-emote-msg-spin = spins! | ||
chat-emote-msg-jump = jumps! |
1 change: 1 addition & 0 deletions
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Resources/Locale/en-US/_Goobstation/escape-menu/options-menu.ftl
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ui-options-function-auto-get-up = Automatically get up after falling | ||
ui-options-function-toggle-standing = Toggle Standing or Laying |
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