Optimise flashlights (#2468)
Flashlights were calling dirty EVERY TICK so this just means they only call it when absoluetely necessary which saves a lot. Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -14,10 +14,9 @@ namespace Content.Client.GameObjects.Components
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[RegisterComponent]
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public sealed class HandheldLightComponent : SharedHandheldLightComponent, IItemStatus
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{
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private bool _hasCell;
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[ViewVariables] protected override bool HasCell => _level != null;
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[ViewVariables] public float? Charge { get; private set; }
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[ViewVariables] protected override bool HasCell => _hasCell;
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private byte? _level;
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public Control MakeControl()
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{
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@@ -29,8 +28,7 @@ namespace Content.Client.GameObjects.Components
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if (!(curState is HandheldLightComponentState cast))
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return;
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Charge = cast.Charge;
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_hasCell = cast.HasCell;
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_level = cast.Charge;
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}
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private sealed class StatusControl : Control
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@@ -38,7 +36,7 @@ namespace Content.Client.GameObjects.Components
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private const float TimerCycle = 1;
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private readonly HandheldLightComponent _parent;
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private readonly PanelContainer[] _sections = new PanelContainer[5];
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private readonly PanelContainer[] _sections = new PanelContainer[StatusLevels - 1];
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private float _timer;
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@@ -76,40 +74,37 @@ namespace Content.Client.GameObjects.Components
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{
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base.Update(args);
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if (!_parent.HasCell)
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return;
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_timer += args.DeltaSeconds;
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_timer %= TimerCycle;
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var charge = _parent.Charge ?? 0;
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var level = _parent._level;
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int level;
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for (var i = 0; i < _sections.Length; i++)
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{
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if (i == 0)
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{
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if (level == 0)
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{
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_sections[0].PanelOverride = _styleBoxUnlit;
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}
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else if (level == 1)
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{
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// Flash the last light.
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_sections[0].PanelOverride = _timer > TimerCycle / 2 ? _styleBoxLit : _styleBoxUnlit;
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}
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else
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{
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_sections[0].PanelOverride = _styleBoxLit;
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}
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if (MathHelper.CloseTo(charge, 0))
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{
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level = 0;
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}
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else
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{
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level = ContentHelpers.RoundToNearestLevels(charge, 1.0, 6) + 1;
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}
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continue;
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}
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if (level == 0)
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{
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_sections[0].PanelOverride = _styleBoxUnlit;
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_sections[i].PanelOverride = level >= i + 2 ? _styleBoxLit : _styleBoxUnlit;
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}
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else if (level == 1)
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{
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// Flash the last light.
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_sections[0].PanelOverride = _timer > TimerCycle / 2 ? _styleBoxLit : _styleBoxUnlit;
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}
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else
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{
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_sections[0].PanelOverride = _styleBoxLit;
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}
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_sections[1].PanelOverride = level >= 3 ? _styleBoxLit : _styleBoxUnlit;
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_sections[2].PanelOverride = level >= 4 ? _styleBoxLit : _styleBoxUnlit;
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_sections[3].PanelOverride = level >= 5 ? _styleBoxLit : _styleBoxUnlit;
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_sections[4].PanelOverride = level >= 6 ? _styleBoxLit : _styleBoxUnlit;
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}
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}
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}
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