mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-29 15:47:26 +00:00
* cherry-pick: Screenshake (EphemeralSpace/ephemeral-space#627) * commit your shit at some point maybe * y * who knows * rename? * debugging + shit api * i hope no one fucks my ass * erm * p * replace with shit that makes way more sense * stuff * pretty sure this is just fine * actual fix noise shit * uhhh hmaybe if i feel like it wrong then later * explosion shake * grav shake * gun shake * idk * projectile melee Co-authored-by: DisposableCrewmember42 <disposablecrewmember42@proton.me> * tweak: tune recoil on weapons * docs: add _ES license info to LEGAL.md * fix: screenshake on spawn fix from ss14Starlight/space-station-14#3664 Co-authored-by: neomoth <69372252+neomoth@users.noreply.github.com> * feat: add client cvar to disable screenshake * feat: add screenshake toggle to accessibility settings * fix: upmerge compatibility * docs: properly document cvar * docs: add missing import comments --------- Co-authored-by: mirrorcult <mirrorcult@pm.me> Co-authored-by: neomoth <69372252+neomoth@users.noreply.github.com>
64 lines
2.6 KiB
C#
64 lines
2.6 KiB
C#
using Robust.Shared.GameStates;
|
|
using Robust.Shared.Serialization;
|
|
|
|
namespace Content.Shared._ES.Camera;
|
|
|
|
/// <summary>
|
|
/// Marks an entity which is actively screenshaking because of a screenshake command being given.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This doesn't mark an entity which *can* screenshake--all entities can, by default, as long as a client is controlling them.
|
|
/// </remarks>
|
|
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
|
|
public sealed partial class ESScreenshakeComponent : Component
|
|
{
|
|
/// <summary>
|
|
/// A set of screenshake commands which this entity is currently processing.
|
|
/// Trauma is 0..1, with 0 being no shake and 1 being maximum shake.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This is a set, because order doesn't matter, and we don't want to accidentally readd the same command twice.
|
|
/// </remarks>
|
|
[DataField, AutoNetworkedField]
|
|
public HashSet<ESScreenshakeCommand> Commands = new();
|
|
|
|
public override bool SendOnlyToOwner => true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Represents a single screenshake command. These are stored and networked on <see cref="ESScreenshakeComponent"/>,
|
|
/// and the client that controls that entity will use the trauma values in each command, and their start time,
|
|
/// to calculate multipliers on the current eye offset & rotation modifiers.
|
|
/// </summary>
|
|
/// <param name="Translational">Parameters of translational screenshake (offset-based)</param>
|
|
/// <param name="Rotational">Parameters of rotational screenshake (rotation-based)</param>
|
|
/// <param name="Start">Time this screenshake command was added.</param>
|
|
/// <param name="CalculatedEnd">The end time for this command, calculated from trauma, decay rate, and start time.</param>
|
|
[DataRecord, Serializable, NetSerializable]
|
|
public partial record ESScreenshakeCommand(ESScreenshakeParameters? Translational, ESScreenshakeParameters? Rotational, TimeSpan Start, TimeSpan CalculatedEnd);
|
|
|
|
/// <summary>
|
|
/// Represents the parameters of a single instance of screenshake, which may apply to translational or rotational shake.
|
|
/// </summary>
|
|
[DataDefinition, Serializable, NetSerializable]
|
|
public partial record ESScreenshakeParameters()
|
|
{
|
|
/// <summary>
|
|
/// Strength of the shake.
|
|
/// </summary>
|
|
[DataField(required: true)]
|
|
public float Trauma = 0f;
|
|
|
|
/// <summary>
|
|
/// How fast the shake decays.
|
|
/// </summary>
|
|
[DataField]
|
|
public float DecayRate = 1.2f;
|
|
|
|
/// <summary>
|
|
/// How frantically the shake oscillates.
|
|
/// </summary>
|
|
[DataField]
|
|
public float Frequency = 0.01f;
|
|
};
|