emitter visuals update (#13382)
This commit is contained in:
59
Content.Client/Singularity/Systems/EmitterSystem.cs
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59
Content.Client/Singularity/Systems/EmitterSystem.cs
Normal file
@@ -0,0 +1,59 @@
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using Content.Client.Storage.Visualizers;
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using Content.Shared.Singularity.Components;
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using Content.Shared.Singularity.EntitySystems;
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using Content.Shared.Storage;
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using Robust.Client.GameObjects;
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namespace Content.Client.Singularity.Systems;
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public sealed class EmitterSystem : SharedEmitterSystem
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{
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[Dependency] private readonly AppearanceSystem _appearance = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<EmitterComponent, AppearanceChangeEvent>(OnAppearanceChange);
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}
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private void OnAppearanceChange(EntityUid uid, EmitterComponent component, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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if (args.Sprite.LayerMapTryGet(StorageVisualLayers.Lock, out var lockLayer))
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{
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if (!_appearance.TryGetData(uid, StorageVisuals.Locked, out bool locked, args.Component))
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locked = false;
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args.Sprite.LayerSetVisible(lockLayer, locked);
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}
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if (!_appearance.TryGetData(uid, EmitterVisuals.VisualState, out EmitterVisualState state, args.Component))
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state = EmitterVisualState.Off;
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if (!args.Sprite.LayerMapTryGet(EmitterVisualLayers.Lights, out var layer))
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return;
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switch (state)
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{
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case EmitterVisualState.On:
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if (component.OnState == null)
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break;
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args.Sprite.LayerSetVisible(layer, true);
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args.Sprite.LayerSetState(layer, component.OnState);
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break;
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case EmitterVisualState.Underpowered:
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if (component.UnderpoweredState == null)
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break;
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args.Sprite.LayerSetVisible(layer, true);
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args.Sprite.LayerSetState(layer, component.UnderpoweredState);
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break;
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case EmitterVisualState.Off:
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args.Sprite.LayerSetVisible(layer, false);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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}
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@@ -1,55 +0,0 @@
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using System;
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using Content.Shared.Singularity.Components;
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using Content.Shared.Storage;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Client.Singularity.Visualizers
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{
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[UsedImplicitly]
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public sealed class EmitterVisualizer : AppearanceVisualizer
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{
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private const string OverlayBeam = "beam";
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private const string OverlayUnderPowered = "underpowered";
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[Obsolete("Subscribe to AppearanceChangeEvent instead.")]
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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var entities = IoCManager.Resolve<IEntityManager>();
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if (!entities.TryGetComponent(component.Owner, out ISpriteComponent? sprite))
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{
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return;
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}
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if (!component.TryGetData(StorageVisuals.Locked, out bool locked))
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locked = false;
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if (!component.TryGetData(EmitterVisuals.VisualState, out EmitterVisualState state))
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state = EmitterVisualState.Off;
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switch (state)
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{
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case EmitterVisualState.On:
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sprite.LayerSetVisible(1, true);
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sprite.LayerSetState(1, OverlayBeam);
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break;
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case EmitterVisualState.Underpowered:
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sprite.LayerSetVisible(1, true);
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sprite.LayerSetState(1, OverlayUnderPowered);
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break;
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case EmitterVisualState.Off:
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sprite.LayerSetVisible(1, false);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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sprite.LayerSetVisible(2, locked);
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}
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}
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}
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@@ -1,113 +0,0 @@
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using System.Threading;
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using Content.Shared.Construction.Prototypes;
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using Robust.Shared.Audio;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.Singularity.Components
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{
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[RegisterComponent]
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public sealed class EmitterComponent : Component
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{
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public CancellationTokenSource? TimerCancel;
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// whether the power switch is in "on"
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[ViewVariables] public bool IsOn;
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// Whether the power switch is on AND the machine has enough power (so is actively firing)
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[ViewVariables] public bool IsPowered;
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/// <summary>
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/// counts the number of consecutive shots fired.
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/// </summary>
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[ViewVariables]
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public int FireShotCounter;
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/// <summary>
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/// The entity that is spawned when the emitter fires.
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/// </summary>
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[DataField("boltType")]
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public string BoltType = "EmitterBolt";
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/// <summary>
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/// The current amount of power being used.
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/// </summary>
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[DataField("powerUseActive")]
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public int PowerUseActive = 600;
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/// <summary>
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/// The base amount of power that is consumed.
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/// Used in machine part rating calculations.
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/// </summary>
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[DataField("basePowerUseActive"), ViewVariables(VVAccess.ReadWrite)]
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public int BasePowerUseActive = 600;
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/// <summary>
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/// Multiplier that is applied to the basePowerUseActive
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/// to get the actual power use.
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/// </summary>
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[DataField("powerUseMultiplier")]
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public float PowerUseMultiplier = 0.75f;
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/// <summary>
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/// The machine part used to reduce the power use of the machine.
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/// </summary>
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[DataField("machinePartPowerUse", customTypeSerializer: typeof(PrototypeIdSerializer<MachinePartPrototype>))]
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public string MachinePartPowerUse = "Capacitor";
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/// <summary>
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/// The amount of shots that are fired in a single "burst"
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/// </summary>
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[DataField("fireBurstSize")]
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public int FireBurstSize = 3;
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/// <summary>
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/// The time between each shot during a burst.
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/// </summary>
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[DataField("fireInterval")]
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public TimeSpan FireInterval = TimeSpan.FromSeconds(2);
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/// <summary>
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/// The base amount of time between each shot during a burst.
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/// </summary>
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[DataField("baseFireInterval"), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan BaseFireInterval = TimeSpan.FromSeconds(2);
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/// <summary>
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/// The current minimum delay between bursts.
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/// </summary>
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[DataField("fireBurstDelayMin")]
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public TimeSpan FireBurstDelayMin = TimeSpan.FromSeconds(4);
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/// <summary>
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/// The current maximum delay between bursts.
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/// </summary>
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[DataField("fireBurstDelayMax")]
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public TimeSpan FireBurstDelayMax = TimeSpan.FromSeconds(10);
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/// <summary>
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/// The base minimum delay between shot bursts.
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/// Used for machine part rating calculations.
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/// </summary>
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[DataField("baseFireBurstDelayMin")]
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public TimeSpan BaseFireBurstDelayMin = TimeSpan.FromSeconds(4);
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/// <summary>
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/// The base maximum delay between shot bursts.
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/// Used for machine part rating calculations.
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/// </summary>
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[DataField("baseFireBurstDelayMax")]
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public TimeSpan BaseFireBurstDelayMax = TimeSpan.FromSeconds(10);
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/// <summary>
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/// The multiplier for the base delay between shot bursts as well as
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/// the fire interval
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/// </summary>
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[DataField("fireRateMultiplier"), ViewVariables(VVAccess.ReadWrite)]
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public float FireRateMultiplier = 0.8f;
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/// <summary>
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/// The machine part that affects burst delay.
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/// </summary>
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[DataField("machinePartFireRate", customTypeSerializer: typeof(PrototypeIdSerializer<MachinePartPrototype>))]
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public string MachinePartFireRate = "Laser";
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}
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}
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@@ -4,7 +4,6 @@ using Content.Server.Construction;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Projectiles;
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using Content.Server.Singularity.Components;
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using Content.Server.Storage.Components;
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using Content.Server.Weapons.Ranged.Systems;
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using Content.Shared.Database;
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@@ -12,6 +11,7 @@ using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.Projectiles;
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using Content.Shared.Singularity.Components;
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using Content.Shared.Singularity.EntitySystems;
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using Content.Shared.Weapons.Ranged.Components;
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using JetBrains.Annotations;
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using Robust.Shared.Map;
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@@ -24,7 +24,7 @@ using Timer = Robust.Shared.Timing.Timer;
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namespace Content.Server.Singularity.EntitySystems
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{
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[UsedImplicitly]
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public sealed class EmitterSystem : EntitySystem
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public sealed class EmitterSystem : SharedEmitterSystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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@@ -1,13 +1,141 @@
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using Robust.Shared.Serialization;
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using System.Threading;
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using Content.Shared.Construction.Prototypes;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Singularity.Components
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namespace Content.Shared.Singularity.Components;
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[RegisterComponent, NetworkedComponent]
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public sealed class EmitterComponent : Component
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{
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public CancellationTokenSource? TimerCancel;
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// whether the power switch is in "on"
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[ViewVariables] public bool IsOn;
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// Whether the power switch is on AND the machine has enough power (so is actively firing)
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[ViewVariables] public bool IsPowered;
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/// <summary>
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/// counts the number of consecutive shots fired.
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/// </summary>
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[ViewVariables]
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public int FireShotCounter;
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/// <summary>
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/// The entity that is spawned when the emitter fires.
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/// </summary>
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[DataField("boltType")]
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public string BoltType = "EmitterBolt";
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/// <summary>
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/// The current amount of power being used.
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/// </summary>
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[DataField("powerUseActive")]
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public int PowerUseActive = 600;
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/// <summary>
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/// The base amount of power that is consumed.
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/// Used in machine part rating calculations.
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/// </summary>
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[DataField("basePowerUseActive"), ViewVariables(VVAccess.ReadWrite)]
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public int BasePowerUseActive = 600;
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/// <summary>
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/// Multiplier that is applied to the basePowerUseActive
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/// to get the actual power use.
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/// </summary>
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[DataField("powerUseMultiplier")]
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public float PowerUseMultiplier = 0.75f;
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/// <summary>
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/// The machine part used to reduce the power use of the machine.
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/// </summary>
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[DataField("machinePartPowerUse", customTypeSerializer: typeof(PrototypeIdSerializer<MachinePartPrototype>))]
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public string MachinePartPowerUse = "Capacitor";
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/// <summary>
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/// The amount of shots that are fired in a single "burst"
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/// </summary>
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[DataField("fireBurstSize")]
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public int FireBurstSize = 3;
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/// <summary>
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/// The time between each shot during a burst.
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/// </summary>
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[DataField("fireInterval")]
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public TimeSpan FireInterval = TimeSpan.FromSeconds(2);
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/// <summary>
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/// The base amount of time between each shot during a burst.
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/// </summary>
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[DataField("baseFireInterval"), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan BaseFireInterval = TimeSpan.FromSeconds(2);
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/// <summary>
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/// The current minimum delay between bursts.
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/// </summary>
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[DataField("fireBurstDelayMin")]
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public TimeSpan FireBurstDelayMin = TimeSpan.FromSeconds(4);
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/// <summary>
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/// The current maximum delay between bursts.
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/// </summary>
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[DataField("fireBurstDelayMax")]
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public TimeSpan FireBurstDelayMax = TimeSpan.FromSeconds(10);
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/// <summary>
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/// The base minimum delay between shot bursts.
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/// Used for machine part rating calculations.
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/// </summary>
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[DataField("baseFireBurstDelayMin")]
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public TimeSpan BaseFireBurstDelayMin = TimeSpan.FromSeconds(4);
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/// <summary>
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/// The base maximum delay between shot bursts.
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/// Used for machine part rating calculations.
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/// </summary>
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[DataField("baseFireBurstDelayMax")]
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public TimeSpan BaseFireBurstDelayMax = TimeSpan.FromSeconds(10);
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/// <summary>
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/// The multiplier for the base delay between shot bursts as well as
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/// the fire interval
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/// </summary>
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[DataField("fireRateMultiplier"), ViewVariables(VVAccess.ReadWrite)]
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public float FireRateMultiplier = 0.8f;
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/// <summary>
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/// The machine part that affects burst delay.
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/// </summary>
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[DataField("machinePartFireRate", customTypeSerializer: typeof(PrototypeIdSerializer<MachinePartPrototype>))]
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public string MachinePartFireRate = "Laser";
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/// <summary>
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/// The visual state that is set when the emitter is turned on
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/// </summary>
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[DataField("onState")]
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public string? OnState = "beam";
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/// <summary>
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/// The visual state that is set when the emitter doesn't have enough power.
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/// </summary>
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[DataField("underpoweredState")]
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public string? UnderpoweredState = "underpowered";
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}
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[NetSerializable, Serializable]
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public enum EmitterVisuals
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public enum EmitterVisuals : byte
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{
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VisualState
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}
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[Serializable, NetSerializable]
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public enum EmitterVisualLayers : byte
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{
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Lights
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}
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[NetSerializable, Serializable]
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public enum EmitterVisualState
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{
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@@ -15,4 +143,3 @@ namespace Content.Shared.Singularity.Components
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Underpowered,
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Off
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}
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}
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@@ -0,0 +1,6 @@
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namespace Content.Shared.Singularity.EntitySystems;
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public abstract class SharedEmitterSystem : EntitySystem
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{
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}
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@@ -30,9 +30,11 @@
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- state: beam
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shader: unshaded
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visible: false
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map: ["enum.EmitterVisualLayers.Lights"]
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- state: lock
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shader: unshaded
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visible: false
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map: ["enum.StorageVisualLayers.Lock"]
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- type: Emitter
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- type: Gun
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fireRate: 10 #just has to be fast enough to keep up with upgrades
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@@ -72,8 +74,6 @@
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- type: Pullable
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- type: Rotatable
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- type: Appearance
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visuals:
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- type: EmitterVisualizer
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- type: Lock
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locked: false
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- type: AccessReader
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Reference in New Issue
Block a user