Airlock / firelock code refactor, pseudo-prediction implementation (#3037)
* splits off airlocks, firelocks * adds airlock prediction. anims broken though * fixes animation weirdness * removes opacity prediction because it looked odd * Now firelocks don't visually start open. Argh. * Fixes firelock weirdness, saneifies _state var. * Documentation changes, code shuffle. * Lets firelocks crush people. * Stops open-hand opening/closing firelocks. * updates serializable, netserializable attributes * Addresses reviews... hopefully. * updates submodule? * nullability * fuck fuck fuck fuck * fucking finally
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@@ -1,4 +1,5 @@
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using System;
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#nullable enable
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using System;
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using Content.Client.GameObjects.Components.Wires;
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using Content.Shared.Audio;
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using Content.Shared.GameObjects.Components.Doors;
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@@ -16,9 +17,9 @@ namespace Content.Client.GameObjects.Components.Doors
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{
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private const string AnimationKey = "airlock_animation";
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private Animation CloseAnimation;
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private Animation OpenAnimation;
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private Animation DenyAnimation;
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private Animation CloseAnimation = default!;
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private Animation OpenAnimation = default!;
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private Animation DenyAnimation = default!;
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public override void LoadData(YamlMappingNode node)
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{
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@@ -113,35 +114,31 @@ namespace Content.Client.GameObjects.Components.Doors
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var unlitVisible = true;
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var boltedVisible = false;
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var weldedVisible = false;
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if (animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Stop(AnimationKey);
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}
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switch (state)
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{
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case DoorVisualState.Open:
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sprite.LayerSetState(DoorVisualLayers.Base, "open");
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unlitVisible = false;
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break;
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case DoorVisualState.Closed:
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sprite.LayerSetState(DoorVisualLayers.Base, "closed");
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sprite.LayerSetState(DoorVisualLayers.BaseUnlit, "closed_unlit");
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sprite.LayerSetState(DoorVisualLayers.BaseBolted, "bolted");
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sprite.LayerSetState(WiresVisualizer.WiresVisualLayers.MaintenancePanel, "panel_open");
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break;
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case DoorVisualState.Closing:
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(CloseAnimation, AnimationKey);
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}
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break;
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case DoorVisualState.Opening:
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(OpenAnimation, AnimationKey);
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}
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animPlayer.Play(OpenAnimation, AnimationKey);
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break;
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case DoorVisualState.Open:
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sprite.LayerSetState(DoorVisualLayers.Base, "open");
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unlitVisible = false;
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case DoorVisualState.Closing:
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animPlayer.Play(CloseAnimation, AnimationKey);
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break;
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case DoorVisualState.Deny:
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(DenyAnimation, AnimationKey);
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}
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animPlayer.Play(DenyAnimation, AnimationKey);
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break;
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case DoorVisualState.Welded:
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weldedVisible = true;
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