84 lines
2.8 KiB
C#
84 lines
2.8 KiB
C#
using System.Reflection.Metadata;
|
|
using Content.Server.Chat.Systems;
|
|
using Content.Shared._Sunrise.Animations;
|
|
using Content.Shared._Sunrise.Flip;
|
|
using Content.Shared._Sunrise.Jump;
|
|
using Content.Shared.Chat;
|
|
using Content.Shared.Chat.Prototypes;
|
|
using Content.Shared.Damage;
|
|
using Content.Shared.Damage.Prototypes;
|
|
using Content.Shared.Damage.Systems;
|
|
using Content.Shared.Emoting;
|
|
using Content.Shared.Gravity;
|
|
using Content.Shared.Standing;
|
|
using Content.Shared.Stunnable;
|
|
using Robust.Shared.GameStates;
|
|
using Robust.Shared.Prototypes;
|
|
|
|
namespace Content.Server._Sunrise.Animations;
|
|
|
|
public sealed class EmoteAnimationSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly SharedStunSystem _stun = default!;
|
|
[Dependency] private readonly StandingStateSystem _standing = default!;
|
|
[Dependency] private readonly SharedGravitySystem _gravity = default!;
|
|
[Dependency] private readonly SharedJumpSystem _jumpSystem = default!;
|
|
[Dependency] private readonly SharedFlipSystem _flipSystem = default!;
|
|
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
|
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
|
|
[Dependency] private readonly ChatSystem _chat = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
SubscribeLocalEvent<EmoteAnimationComponent, ComponentGetState>(OnGetState);
|
|
SubscribeLocalEvent<EmoteAnimationComponent, EmoteEvent>(OnEmote);
|
|
}
|
|
|
|
private void OnGetState(Entity<EmoteAnimationComponent> ent, ref ComponentGetState args)
|
|
{
|
|
args.State = new EmoteAnimationComponent.EmoteAnimationComponentState(ent.Comp.AnimationId);
|
|
}
|
|
|
|
private void OnEmote(EntityUid uid, EmoteAnimationComponent component, ref EmoteEvent args)
|
|
{
|
|
if (args.Handled || !args.Emote.Category.HasFlag(EmoteCategory.Verb))
|
|
return;
|
|
|
|
PlayEmoteAnimation(uid, component, args.Emote.ID);
|
|
}
|
|
|
|
public void PlayEmoteAnimation(EntityUid uid, EmoteAnimationComponent component, string emoteId)
|
|
{
|
|
if (emoteId == "Lay")
|
|
{
|
|
if (_gravity.IsWeightless(uid))
|
|
return;
|
|
|
|
if (_standing.IsDown(uid))
|
|
_stun.TryStanding(uid);
|
|
else
|
|
_stun.TryKnockdown(uid, TimeSpan.FromSeconds(0.5), true, false, false);
|
|
|
|
return;
|
|
}
|
|
|
|
if (emoteId == "Jump")
|
|
{
|
|
_jumpSystem.TryJump(uid);
|
|
}
|
|
|
|
if (emoteId == "Flip")
|
|
{
|
|
_flipSystem.TryFlip(uid);
|
|
}
|
|
|
|
if (emoteId == "FallOnNeck")
|
|
{
|
|
var damage = new DamageSpecifier(_prototypeManager.Index<DamageTypePrototype>("Blunt"), 100);
|
|
_damageableSystem.ChangeDamage(uid, damage, true, ignoreVariance: true, ignoreGlobalModifiers: true);
|
|
}
|
|
|
|
component.AnimationId = emoteId;
|
|
Dirty(uid, component);
|
|
}
|
|
}
|