emitter visuals update (#13382)
This commit is contained in:
59
Content.Client/Singularity/Systems/EmitterSystem.cs
Normal file
59
Content.Client/Singularity/Systems/EmitterSystem.cs
Normal file
@@ -0,0 +1,59 @@
|
|||||||
|
using Content.Client.Storage.Visualizers;
|
||||||
|
using Content.Shared.Singularity.Components;
|
||||||
|
using Content.Shared.Singularity.EntitySystems;
|
||||||
|
using Content.Shared.Storage;
|
||||||
|
using Robust.Client.GameObjects;
|
||||||
|
|
||||||
|
namespace Content.Client.Singularity.Systems;
|
||||||
|
|
||||||
|
public sealed class EmitterSystem : SharedEmitterSystem
|
||||||
|
{
|
||||||
|
[Dependency] private readonly AppearanceSystem _appearance = default!;
|
||||||
|
|
||||||
|
/// <inheritdoc/>
|
||||||
|
public override void Initialize()
|
||||||
|
{
|
||||||
|
SubscribeLocalEvent<EmitterComponent, AppearanceChangeEvent>(OnAppearanceChange);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnAppearanceChange(EntityUid uid, EmitterComponent component, ref AppearanceChangeEvent args)
|
||||||
|
{
|
||||||
|
if (args.Sprite == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (args.Sprite.LayerMapTryGet(StorageVisualLayers.Lock, out var lockLayer))
|
||||||
|
{
|
||||||
|
if (!_appearance.TryGetData(uid, StorageVisuals.Locked, out bool locked, args.Component))
|
||||||
|
locked = false;
|
||||||
|
|
||||||
|
args.Sprite.LayerSetVisible(lockLayer, locked);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!_appearance.TryGetData(uid, EmitterVisuals.VisualState, out EmitterVisualState state, args.Component))
|
||||||
|
state = EmitterVisualState.Off;
|
||||||
|
|
||||||
|
if (!args.Sprite.LayerMapTryGet(EmitterVisualLayers.Lights, out var layer))
|
||||||
|
return;
|
||||||
|
|
||||||
|
switch (state)
|
||||||
|
{
|
||||||
|
case EmitterVisualState.On:
|
||||||
|
if (component.OnState == null)
|
||||||
|
break;
|
||||||
|
args.Sprite.LayerSetVisible(layer, true);
|
||||||
|
args.Sprite.LayerSetState(layer, component.OnState);
|
||||||
|
break;
|
||||||
|
case EmitterVisualState.Underpowered:
|
||||||
|
if (component.UnderpoweredState == null)
|
||||||
|
break;
|
||||||
|
args.Sprite.LayerSetVisible(layer, true);
|
||||||
|
args.Sprite.LayerSetState(layer, component.UnderpoweredState);
|
||||||
|
break;
|
||||||
|
case EmitterVisualState.Off:
|
||||||
|
args.Sprite.LayerSetVisible(layer, false);
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
throw new ArgumentOutOfRangeException();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,55 +0,0 @@
|
|||||||
using System;
|
|
||||||
using Content.Shared.Singularity.Components;
|
|
||||||
using Content.Shared.Storage;
|
|
||||||
using JetBrains.Annotations;
|
|
||||||
using Robust.Client.GameObjects;
|
|
||||||
using Robust.Shared.GameObjects;
|
|
||||||
using Robust.Shared.IoC;
|
|
||||||
|
|
||||||
namespace Content.Client.Singularity.Visualizers
|
|
||||||
{
|
|
||||||
[UsedImplicitly]
|
|
||||||
public sealed class EmitterVisualizer : AppearanceVisualizer
|
|
||||||
{
|
|
||||||
private const string OverlayBeam = "beam";
|
|
||||||
private const string OverlayUnderPowered = "underpowered";
|
|
||||||
|
|
||||||
[Obsolete("Subscribe to AppearanceChangeEvent instead.")]
|
|
||||||
public override void OnChangeData(AppearanceComponent component)
|
|
||||||
{
|
|
||||||
base.OnChangeData(component);
|
|
||||||
|
|
||||||
var entities = IoCManager.Resolve<IEntityManager>();
|
|
||||||
if (!entities.TryGetComponent(component.Owner, out ISpriteComponent? sprite))
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!component.TryGetData(StorageVisuals.Locked, out bool locked))
|
|
||||||
locked = false;
|
|
||||||
|
|
||||||
|
|
||||||
if (!component.TryGetData(EmitterVisuals.VisualState, out EmitterVisualState state))
|
|
||||||
state = EmitterVisualState.Off;
|
|
||||||
|
|
||||||
switch (state)
|
|
||||||
{
|
|
||||||
case EmitterVisualState.On:
|
|
||||||
sprite.LayerSetVisible(1, true);
|
|
||||||
sprite.LayerSetState(1, OverlayBeam);
|
|
||||||
break;
|
|
||||||
case EmitterVisualState.Underpowered:
|
|
||||||
sprite.LayerSetVisible(1, true);
|
|
||||||
sprite.LayerSetState(1, OverlayUnderPowered);
|
|
||||||
break;
|
|
||||||
case EmitterVisualState.Off:
|
|
||||||
sprite.LayerSetVisible(1, false);
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
throw new ArgumentOutOfRangeException();
|
|
||||||
}
|
|
||||||
|
|
||||||
sprite.LayerSetVisible(2, locked);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,113 +0,0 @@
|
|||||||
using System.Threading;
|
|
||||||
using Content.Shared.Construction.Prototypes;
|
|
||||||
using Robust.Shared.Audio;
|
|
||||||
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
|
|
||||||
|
|
||||||
namespace Content.Server.Singularity.Components
|
|
||||||
{
|
|
||||||
[RegisterComponent]
|
|
||||||
public sealed class EmitterComponent : Component
|
|
||||||
{
|
|
||||||
public CancellationTokenSource? TimerCancel;
|
|
||||||
|
|
||||||
// whether the power switch is in "on"
|
|
||||||
[ViewVariables] public bool IsOn;
|
|
||||||
// Whether the power switch is on AND the machine has enough power (so is actively firing)
|
|
||||||
[ViewVariables] public bool IsPowered;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// counts the number of consecutive shots fired.
|
|
||||||
/// </summary>
|
|
||||||
[ViewVariables]
|
|
||||||
public int FireShotCounter;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The entity that is spawned when the emitter fires.
|
|
||||||
/// </summary>
|
|
||||||
[DataField("boltType")]
|
|
||||||
public string BoltType = "EmitterBolt";
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The current amount of power being used.
|
|
||||||
/// </summary>
|
|
||||||
[DataField("powerUseActive")]
|
|
||||||
public int PowerUseActive = 600;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The base amount of power that is consumed.
|
|
||||||
/// Used in machine part rating calculations.
|
|
||||||
/// </summary>
|
|
||||||
[DataField("basePowerUseActive"), ViewVariables(VVAccess.ReadWrite)]
|
|
||||||
public int BasePowerUseActive = 600;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Multiplier that is applied to the basePowerUseActive
|
|
||||||
/// to get the actual power use.
|
|
||||||
/// </summary>
|
|
||||||
[DataField("powerUseMultiplier")]
|
|
||||||
public float PowerUseMultiplier = 0.75f;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The machine part used to reduce the power use of the machine.
|
|
||||||
/// </summary>
|
|
||||||
[DataField("machinePartPowerUse", customTypeSerializer: typeof(PrototypeIdSerializer<MachinePartPrototype>))]
|
|
||||||
public string MachinePartPowerUse = "Capacitor";
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The amount of shots that are fired in a single "burst"
|
|
||||||
/// </summary>
|
|
||||||
[DataField("fireBurstSize")]
|
|
||||||
public int FireBurstSize = 3;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The time between each shot during a burst.
|
|
||||||
/// </summary>
|
|
||||||
[DataField("fireInterval")]
|
|
||||||
public TimeSpan FireInterval = TimeSpan.FromSeconds(2);
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The base amount of time between each shot during a burst.
|
|
||||||
/// </summary>
|
|
||||||
[DataField("baseFireInterval"), ViewVariables(VVAccess.ReadWrite)]
|
|
||||||
public TimeSpan BaseFireInterval = TimeSpan.FromSeconds(2);
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The current minimum delay between bursts.
|
|
||||||
/// </summary>
|
|
||||||
[DataField("fireBurstDelayMin")]
|
|
||||||
public TimeSpan FireBurstDelayMin = TimeSpan.FromSeconds(4);
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The current maximum delay between bursts.
|
|
||||||
/// </summary>
|
|
||||||
[DataField("fireBurstDelayMax")]
|
|
||||||
public TimeSpan FireBurstDelayMax = TimeSpan.FromSeconds(10);
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The base minimum delay between shot bursts.
|
|
||||||
/// Used for machine part rating calculations.
|
|
||||||
/// </summary>
|
|
||||||
[DataField("baseFireBurstDelayMin")]
|
|
||||||
public TimeSpan BaseFireBurstDelayMin = TimeSpan.FromSeconds(4);
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The base maximum delay between shot bursts.
|
|
||||||
/// Used for machine part rating calculations.
|
|
||||||
/// </summary>
|
|
||||||
[DataField("baseFireBurstDelayMax")]
|
|
||||||
public TimeSpan BaseFireBurstDelayMax = TimeSpan.FromSeconds(10);
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The multiplier for the base delay between shot bursts as well as
|
|
||||||
/// the fire interval
|
|
||||||
/// </summary>
|
|
||||||
[DataField("fireRateMultiplier"), ViewVariables(VVAccess.ReadWrite)]
|
|
||||||
public float FireRateMultiplier = 0.8f;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The machine part that affects burst delay.
|
|
||||||
/// </summary>
|
|
||||||
[DataField("machinePartFireRate", customTypeSerializer: typeof(PrototypeIdSerializer<MachinePartPrototype>))]
|
|
||||||
public string MachinePartFireRate = "Laser";
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -4,7 +4,6 @@ using Content.Server.Construction;
|
|||||||
using Content.Server.Power.Components;
|
using Content.Server.Power.Components;
|
||||||
using Content.Server.Power.EntitySystems;
|
using Content.Server.Power.EntitySystems;
|
||||||
using Content.Server.Projectiles;
|
using Content.Server.Projectiles;
|
||||||
using Content.Server.Singularity.Components;
|
|
||||||
using Content.Server.Storage.Components;
|
using Content.Server.Storage.Components;
|
||||||
using Content.Server.Weapons.Ranged.Systems;
|
using Content.Server.Weapons.Ranged.Systems;
|
||||||
using Content.Shared.Database;
|
using Content.Shared.Database;
|
||||||
@@ -12,6 +11,7 @@ using Content.Shared.Interaction;
|
|||||||
using Content.Shared.Popups;
|
using Content.Shared.Popups;
|
||||||
using Content.Shared.Projectiles;
|
using Content.Shared.Projectiles;
|
||||||
using Content.Shared.Singularity.Components;
|
using Content.Shared.Singularity.Components;
|
||||||
|
using Content.Shared.Singularity.EntitySystems;
|
||||||
using Content.Shared.Weapons.Ranged.Components;
|
using Content.Shared.Weapons.Ranged.Components;
|
||||||
using JetBrains.Annotations;
|
using JetBrains.Annotations;
|
||||||
using Robust.Shared.Map;
|
using Robust.Shared.Map;
|
||||||
@@ -24,7 +24,7 @@ using Timer = Robust.Shared.Timing.Timer;
|
|||||||
namespace Content.Server.Singularity.EntitySystems
|
namespace Content.Server.Singularity.EntitySystems
|
||||||
{
|
{
|
||||||
[UsedImplicitly]
|
[UsedImplicitly]
|
||||||
public sealed class EmitterSystem : EntitySystem
|
public sealed class EmitterSystem : SharedEmitterSystem
|
||||||
{
|
{
|
||||||
[Dependency] private readonly IRobustRandom _random = default!;
|
[Dependency] private readonly IRobustRandom _random = default!;
|
||||||
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
|
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
|
||||||
|
|||||||
@@ -1,18 +1,145 @@
|
|||||||
using Robust.Shared.Serialization;
|
using System.Threading;
|
||||||
|
using Content.Shared.Construction.Prototypes;
|
||||||
|
using Robust.Shared.GameStates;
|
||||||
|
using Robust.Shared.Serialization;
|
||||||
|
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
|
||||||
|
|
||||||
namespace Content.Shared.Singularity.Components
|
namespace Content.Shared.Singularity.Components;
|
||||||
|
|
||||||
|
[RegisterComponent, NetworkedComponent]
|
||||||
|
public sealed class EmitterComponent : Component
|
||||||
{
|
{
|
||||||
[NetSerializable, Serializable]
|
public CancellationTokenSource? TimerCancel;
|
||||||
public enum EmitterVisuals
|
|
||||||
{
|
|
||||||
VisualState
|
|
||||||
}
|
|
||||||
|
|
||||||
[NetSerializable, Serializable]
|
// whether the power switch is in "on"
|
||||||
public enum EmitterVisualState
|
[ViewVariables] public bool IsOn;
|
||||||
{
|
// Whether the power switch is on AND the machine has enough power (so is actively firing)
|
||||||
|
[ViewVariables] public bool IsPowered;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// counts the number of consecutive shots fired.
|
||||||
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
|
public int FireShotCounter;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The entity that is spawned when the emitter fires.
|
||||||
|
/// </summary>
|
||||||
|
[DataField("boltType")]
|
||||||
|
public string BoltType = "EmitterBolt";
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The current amount of power being used.
|
||||||
|
/// </summary>
|
||||||
|
[DataField("powerUseActive")]
|
||||||
|
public int PowerUseActive = 600;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The base amount of power that is consumed.
|
||||||
|
/// Used in machine part rating calculations.
|
||||||
|
/// </summary>
|
||||||
|
[DataField("basePowerUseActive"), ViewVariables(VVAccess.ReadWrite)]
|
||||||
|
public int BasePowerUseActive = 600;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Multiplier that is applied to the basePowerUseActive
|
||||||
|
/// to get the actual power use.
|
||||||
|
/// </summary>
|
||||||
|
[DataField("powerUseMultiplier")]
|
||||||
|
public float PowerUseMultiplier = 0.75f;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The machine part used to reduce the power use of the machine.
|
||||||
|
/// </summary>
|
||||||
|
[DataField("machinePartPowerUse", customTypeSerializer: typeof(PrototypeIdSerializer<MachinePartPrototype>))]
|
||||||
|
public string MachinePartPowerUse = "Capacitor";
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The amount of shots that are fired in a single "burst"
|
||||||
|
/// </summary>
|
||||||
|
[DataField("fireBurstSize")]
|
||||||
|
public int FireBurstSize = 3;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The time between each shot during a burst.
|
||||||
|
/// </summary>
|
||||||
|
[DataField("fireInterval")]
|
||||||
|
public TimeSpan FireInterval = TimeSpan.FromSeconds(2);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The base amount of time between each shot during a burst.
|
||||||
|
/// </summary>
|
||||||
|
[DataField("baseFireInterval"), ViewVariables(VVAccess.ReadWrite)]
|
||||||
|
public TimeSpan BaseFireInterval = TimeSpan.FromSeconds(2);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The current minimum delay between bursts.
|
||||||
|
/// </summary>
|
||||||
|
[DataField("fireBurstDelayMin")]
|
||||||
|
public TimeSpan FireBurstDelayMin = TimeSpan.FromSeconds(4);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The current maximum delay between bursts.
|
||||||
|
/// </summary>
|
||||||
|
[DataField("fireBurstDelayMax")]
|
||||||
|
public TimeSpan FireBurstDelayMax = TimeSpan.FromSeconds(10);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The base minimum delay between shot bursts.
|
||||||
|
/// Used for machine part rating calculations.
|
||||||
|
/// </summary>
|
||||||
|
[DataField("baseFireBurstDelayMin")]
|
||||||
|
public TimeSpan BaseFireBurstDelayMin = TimeSpan.FromSeconds(4);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The base maximum delay between shot bursts.
|
||||||
|
/// Used for machine part rating calculations.
|
||||||
|
/// </summary>
|
||||||
|
[DataField("baseFireBurstDelayMax")]
|
||||||
|
public TimeSpan BaseFireBurstDelayMax = TimeSpan.FromSeconds(10);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The multiplier for the base delay between shot bursts as well as
|
||||||
|
/// the fire interval
|
||||||
|
/// </summary>
|
||||||
|
[DataField("fireRateMultiplier"), ViewVariables(VVAccess.ReadWrite)]
|
||||||
|
public float FireRateMultiplier = 0.8f;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The machine part that affects burst delay.
|
||||||
|
/// </summary>
|
||||||
|
[DataField("machinePartFireRate", customTypeSerializer: typeof(PrototypeIdSerializer<MachinePartPrototype>))]
|
||||||
|
public string MachinePartFireRate = "Laser";
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The visual state that is set when the emitter is turned on
|
||||||
|
/// </summary>
|
||||||
|
[DataField("onState")]
|
||||||
|
public string? OnState = "beam";
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The visual state that is set when the emitter doesn't have enough power.
|
||||||
|
/// </summary>
|
||||||
|
[DataField("underpoweredState")]
|
||||||
|
public string? UnderpoweredState = "underpowered";
|
||||||
|
}
|
||||||
|
|
||||||
|
[NetSerializable, Serializable]
|
||||||
|
public enum EmitterVisuals : byte
|
||||||
|
{
|
||||||
|
VisualState
|
||||||
|
}
|
||||||
|
|
||||||
|
[Serializable, NetSerializable]
|
||||||
|
public enum EmitterVisualLayers : byte
|
||||||
|
{
|
||||||
|
Lights
|
||||||
|
}
|
||||||
|
|
||||||
|
[NetSerializable, Serializable]
|
||||||
|
public enum EmitterVisualState
|
||||||
|
{
|
||||||
On,
|
On,
|
||||||
Underpowered,
|
Underpowered,
|
||||||
Off
|
Off
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,6 @@
|
|||||||
|
namespace Content.Shared.Singularity.EntitySystems;
|
||||||
|
|
||||||
|
public abstract class SharedEmitterSystem : EntitySystem
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
@@ -30,9 +30,11 @@
|
|||||||
- state: beam
|
- state: beam
|
||||||
shader: unshaded
|
shader: unshaded
|
||||||
visible: false
|
visible: false
|
||||||
|
map: ["enum.EmitterVisualLayers.Lights"]
|
||||||
- state: lock
|
- state: lock
|
||||||
shader: unshaded
|
shader: unshaded
|
||||||
visible: false
|
visible: false
|
||||||
|
map: ["enum.StorageVisualLayers.Lock"]
|
||||||
- type: Emitter
|
- type: Emitter
|
||||||
- type: Gun
|
- type: Gun
|
||||||
fireRate: 10 #just has to be fast enough to keep up with upgrades
|
fireRate: 10 #just has to be fast enough to keep up with upgrades
|
||||||
@@ -72,8 +74,6 @@
|
|||||||
- type: Pullable
|
- type: Pullable
|
||||||
- type: Rotatable
|
- type: Rotatable
|
||||||
- type: Appearance
|
- type: Appearance
|
||||||
visuals:
|
|
||||||
- type: EmitterVisualizer
|
|
||||||
- type: Lock
|
- type: Lock
|
||||||
locked: false
|
locked: false
|
||||||
- type: AccessReader
|
- type: AccessReader
|
||||||
|
|||||||
Reference in New Issue
Block a user