Trigger Refactor (#39034)
This commit is contained in:
@@ -0,0 +1,114 @@
|
||||
using Content.Shared.Trigger;
|
||||
using Content.Shared.Trigger.Components.Triggers;
|
||||
using Robust.Client.Animations;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Shared.Animations;
|
||||
|
||||
namespace Content.Client.Trigger.Systems;
|
||||
|
||||
public sealed class ProximityTriggerAnimationSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly AnimationPlayerSystem _player = default!;
|
||||
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
|
||||
[Dependency] private readonly SpriteSystem _sprite = default!;
|
||||
|
||||
/*
|
||||
* Currently all of the appearance stuff is hardcoded for portable flashers
|
||||
* If you ever add mines it shouldn't be hard to tweak it slightly
|
||||
*/
|
||||
|
||||
private const string AnimKey = "proximity";
|
||||
|
||||
private static readonly Animation FlasherAnimation = new Animation
|
||||
{
|
||||
Length = TimeSpan.FromSeconds(0.6f),
|
||||
AnimationTracks = {
|
||||
new AnimationTrackSpriteFlick
|
||||
{
|
||||
LayerKey = ProximityTriggerVisualLayers.Base,
|
||||
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame("flashing", 0f)}
|
||||
},
|
||||
new AnimationTrackComponentProperty()
|
||||
{
|
||||
ComponentType = typeof(PointLightComponent),
|
||||
InterpolationMode = AnimationInterpolationMode.Nearest,
|
||||
Property = nameof(PointLightComponent.AnimatedRadius),
|
||||
KeyFrames =
|
||||
{
|
||||
new AnimationTrackProperty.KeyFrame(0.1f, 0),
|
||||
new AnimationTrackProperty.KeyFrame(3f, 0.1f),
|
||||
new AnimationTrackProperty.KeyFrame(0.1f, 0.5f)
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<TriggerOnProximityComponent, ComponentInit>(OnProximityInit);
|
||||
SubscribeLocalEvent<TriggerOnProximityComponent, AppearanceChangeEvent>(OnProxAppChange);
|
||||
SubscribeLocalEvent<TriggerOnProximityComponent, AnimationCompletedEvent>(OnProxAnimation);
|
||||
}
|
||||
|
||||
private void OnProxAnimation(EntityUid uid, TriggerOnProximityComponent component, AnimationCompletedEvent args)
|
||||
{
|
||||
if (!TryComp<AppearanceComponent>(uid, out var appearance))
|
||||
return;
|
||||
|
||||
// So animation doesn't get spammed if no server state comes in.
|
||||
_appearance.SetData(uid, ProximityTriggerVisualState.State, ProximityTriggerVisuals.Inactive, appearance);
|
||||
OnChangeData(uid, component, appearance);
|
||||
}
|
||||
|
||||
private void OnProximityInit(EntityUid uid, TriggerOnProximityComponent component, ComponentInit args)
|
||||
{
|
||||
EnsureComp<AnimationPlayerComponent>(uid);
|
||||
}
|
||||
|
||||
private void OnProxAppChange(EntityUid uid, TriggerOnProximityComponent component, ref AppearanceChangeEvent args)
|
||||
{
|
||||
OnChangeData(uid, component, args.Component, args.Sprite);
|
||||
}
|
||||
|
||||
private void OnChangeData(EntityUid uid, TriggerOnProximityComponent component, AppearanceComponent appearance, SpriteComponent? spriteComponent = null)
|
||||
{
|
||||
if (!Resolve(uid, ref spriteComponent))
|
||||
return;
|
||||
|
||||
if (!TryComp<AnimationPlayerComponent>(uid, out var player))
|
||||
return;
|
||||
|
||||
if (!_appearance.TryGetData<ProximityTriggerVisuals>(uid, ProximityTriggerVisualState.State, out var state, appearance))
|
||||
return;
|
||||
|
||||
if (!_sprite.LayerMapTryGet((uid, spriteComponent), ProximityTriggerVisualLayers.Base, out var layer, false))
|
||||
// Don't do anything if the sprite doesn't have the layer.
|
||||
return;
|
||||
|
||||
switch (state)
|
||||
{
|
||||
case ProximityTriggerVisuals.Inactive:
|
||||
// Don't interrupt the flash animation
|
||||
if (_player.HasRunningAnimation(uid, player, AnimKey)) return;
|
||||
_player.Stop(uid, player, AnimKey);
|
||||
_sprite.LayerSetRsiState((uid, spriteComponent), layer, "on");
|
||||
break;
|
||||
case ProximityTriggerVisuals.Active:
|
||||
if (_player.HasRunningAnimation(uid, player, AnimKey)) return;
|
||||
_player.Play((uid, player), FlasherAnimation, AnimKey);
|
||||
break;
|
||||
case ProximityTriggerVisuals.Off:
|
||||
default:
|
||||
_player.Stop(uid, player, AnimKey);
|
||||
_sprite.LayerSetRsiState((uid, spriteComponent), layer, "off");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public enum ProximityTriggerVisualLayers : byte
|
||||
{
|
||||
Base,
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user