Portable flasher tweaks (#6517)

This commit is contained in:
metalgearsloth
2022-02-08 14:08:21 +11:00
committed by GitHub
parent 70c0a502cf
commit 310f6e14f1
9 changed files with 145 additions and 115 deletions

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@@ -78,7 +78,6 @@ namespace Content.Client.Entry
"BodyScanner", "BodyScanner",
"Stunbaton", "Stunbaton",
"Tool", "Tool",
"TriggerOnProximity",
"TilePrying", "TilePrying",
"RandomSpriteColor", "RandomSpriteColor",
"ConditionalSpawner", "ConditionalSpawner",

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@@ -0,0 +1,6 @@
using Content.Shared.Explosion;
namespace Content.Client.Explosion;
[RegisterComponent, Friend(typeof(TriggerSystem))]
public sealed class TriggerOnProximityComponent : SharedTriggerOnProximityComponent {}

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@@ -0,0 +1,101 @@
using Content.Client.Trigger;
using Content.Shared.Trigger;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.Animations;
namespace Content.Client.Explosion;
public sealed partial class TriggerSystem
{
[Dependency] private readonly AnimationPlayerSystem _player = 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(0.3f),
AnimationTracks = {
new AnimationTrackSpriteFlick
{
LayerKey = ProximityTriggerVisualLayers.Base,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame("flashing", 0f)}
},
new AnimationTrackComponentProperty()
{
ComponentType = typeof(PointLightComponent),
InterpolationMode = AnimationInterpolationMode.Nearest,
Property = nameof(PointLightComponent.Radius),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(0.1f, 0),
new AnimationTrackProperty.KeyFrame(3f, 0.1f),
new AnimationTrackProperty.KeyFrame(0.1f, 0.5f)
}
}
}
};
private void InitializeProximity()
{
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(ProximityTriggerVisualState.State, ProximityTriggerVisuals.Inactive);
OnChangeData(uid, component, appearance);
}
private void OnProximityInit(EntityUid uid, TriggerOnProximityComponent component, ComponentInit args)
{
EntityManager.EnsureComponent<AnimationPlayerComponent>(uid);
}
private void OnProxAppChange(EntityUid uid, TriggerOnProximityComponent component, AppearanceChangeEvent args)
{
OnChangeData(uid, component, args.Component);
}
private void OnChangeData(EntityUid uid, TriggerOnProximityComponent component, AppearanceComponent appearance)
{
if (!TryComp<SpriteComponent>(component.Owner, out var spriteComponent)) return;
TryComp<AnimationPlayerComponent>(component.Owner, out var player);
appearance.TryGetData(ProximityTriggerVisualState.State, out ProximityTriggerVisuals state);
switch (state)
{
case ProximityTriggerVisuals.Inactive:
// Don't interrupt the flash animation
if (_player.HasRunningAnimation(uid, player, AnimKey)) return;
_player.Stop(uid, player, AnimKey);
spriteComponent.LayerSetState(ProximityTriggerVisualLayers.Base, "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);
spriteComponent.LayerSetState(ProximityTriggerVisualLayers.Base, "off");
break;
}
}
public enum ProximityTriggerVisualLayers : byte
{
Base,
}
}

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@@ -0,0 +1,10 @@
namespace Content.Client.Explosion;
public sealed partial class TriggerSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
InitializeProximity();
}
}

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@@ -1,96 +0,0 @@
using System;
using Content.Shared.Trigger;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.Animations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Client.Trigger
{
public sealed class ProximityTriggerVisualizer : AppearanceVisualizer
{
[DataField("animationState")]
private string? _animationState;
[DataField("duration")]
private float _animationDuration = 0.3f;
private const string AnimKey = "proximity";
private static Animation _animation = default!;
public override void InitializeEntity(EntityUid entityUid)
{
base.InitializeEntity(entityUid);
if (_animationState == null) return;
IoCManager.Resolve<IEntityManager>().EnsureComponent<AnimationPlayerComponent>(entityUid);
_animation = new Animation
{
Length = TimeSpan.FromSeconds(_animationDuration),
AnimationTracks = {new AnimationTrackSpriteFlick
{
LayerKey = ProximityTriggerVisualLayers.Base,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(_animationState, 0f)}
},
new AnimationTrackComponentProperty()
{
ComponentType = typeof(PointLightComponent),
InterpolationMode = AnimationInterpolationMode.Nearest,
Property = nameof(PointLightComponent.Radius),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(0.1f, 0),
new AnimationTrackProperty.KeyFrame(3f, 0.1f),
new AnimationTrackProperty.KeyFrame(0.1f, 0.5f)
}
}
}
};
}
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
var entityManager = IoCManager.Resolve<IEntityManager>();
if (!entityManager.TryGetComponent(component.Owner, out SpriteComponent spriteComponent)) return;
var animSystem = EntitySystem.Get<AnimationPlayerSystem>();
entityManager.TryGetComponent(component.Owner, out AnimationPlayerComponent? player);
component.TryGetData(ProximityTriggerVisualState.State, out ProximityTriggerVisuals state);
switch (state)
{
case ProximityTriggerVisuals.Inactive:
if (player != null)
animSystem.Stop(player, AnimKey);
spriteComponent.LayerSetState(ProximityTriggerVisualLayers.Base, "on");
break;
case ProximityTriggerVisuals.Active:
/* TODO: Waiting on ECS OnChangeData so we can actually subscribe to the animation finishing properly.
if (_animationState == null || player == null ||
animSystem.HasRunningAnimation(player, AnimKey)) return;
animSystem.Play(player, _animation, AnimKey);
*/
break;
case ProximityTriggerVisuals.Off:
default:
spriteComponent.LayerSetState(ProximityTriggerVisualLayers.Base, "off");
break;
}
}
}
public enum ProximityTriggerVisualLayers : byte
{
Base,
}
}

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@@ -4,6 +4,7 @@ using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Serialization.Manager.Attributes; using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
using System.Collections.Generic; using System.Collections.Generic;
using Content.Shared.Explosion;
namespace Content.Server.Explosion.Components namespace Content.Server.Explosion.Components
{ {
@@ -12,7 +13,7 @@ namespace Content.Server.Explosion.Components
/// Raises a <see cref="TriggerEvent"/> whenever an entity collides with a fixture attached to the owner of this component. /// Raises a <see cref="TriggerEvent"/> whenever an entity collides with a fixture attached to the owner of this component.
/// </summary> /// </summary>
[RegisterComponent] [RegisterComponent]
public sealed class TriggerOnProximityComponent : Component public sealed class TriggerOnProximityComponent : SharedTriggerOnProximityComponent
{ {
public const string FixtureID = "trigger-on-proximity-fixture"; public const string FixtureID = "trigger-on-proximity-fixture";

View File

@@ -73,14 +73,11 @@ public sealed partial class TriggerSystem
component.Colliding.Add(args.OtherFixture.Body); component.Colliding.Add(args.OtherFixture.Body);
} }
private void OnProximityEndCollide(EntityUid uid, TriggerOnProximityComponent component, EndCollideEvent args) private static void OnProximityEndCollide(EntityUid uid, TriggerOnProximityComponent component, EndCollideEvent args)
{ {
if (args.OurFixture.ID != TriggerOnProximityComponent.FixtureID) return; if (args.OurFixture.ID != TriggerOnProximityComponent.FixtureID) return;
component.Colliding.Remove(args.OtherFixture.Body); component.Colliding.Remove(args.OtherFixture.Body);
if (component.Colliding.Count == 0)
_activeProximities.Remove(component);
} }
private void SetProximityAppearance(EntityUid uid, TriggerOnProximityComponent component) private void SetProximityAppearance(EntityUid uid, TriggerOnProximityComponent component)
@@ -103,10 +100,14 @@ public sealed partial class TriggerSystem
} }
else else
{ {
component.Accumulator = component.Cooldown; component.Accumulator += component.Cooldown;
}
if (EntityManager.TryGetComponent(component.Owner, out AppearanceComponent? appearanceComponent))
{
appearanceComponent.SetData(ProximityTriggerVisualState.State, ProximityTriggerVisuals.Active);
} }
SetProximityAppearance(component.Owner, component);
Trigger(component.Owner); Trigger(component.Owner);
} }
@@ -116,12 +117,6 @@ public sealed partial class TriggerSystem
foreach (var comp in _activeProximities) foreach (var comp in _activeProximities)
{ {
if (!comp.Enabled)
{
toRemove.Add(comp);
continue;
}
MetaDataComponent? metadata = null; MetaDataComponent? metadata = null;
if (Deleted(comp.Owner, metadata)) if (Deleted(comp.Owner, metadata))
@@ -130,12 +125,22 @@ public sealed partial class TriggerSystem
continue; continue;
} }
SetProximityAppearance(comp.Owner, comp);
if (Paused(comp.Owner, metadata)) continue; if (Paused(comp.Owner, metadata)) continue;
comp.Accumulator -= frameTime; comp.Accumulator -= frameTime;
if (comp.Accumulator > 0f) continue; if (comp.Accumulator > 0f) continue;
// Only remove it from accumulation when nothing colliding anymore.
if (!comp.Enabled || comp.Colliding.Count == 0)
{
comp.Accumulator = 0f;
toRemove.Add(comp);
continue;
}
// Alright now that we have no cd check everything in range. // Alright now that we have no cd check everything in range.
foreach (var colliding in comp.Colliding) foreach (var colliding in comp.Colliding)

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@@ -0,0 +1,6 @@
namespace Content.Shared.Explosion;
public abstract class SharedTriggerOnProximityComponent : Component
{
}

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@@ -53,7 +53,7 @@
- type: entity - type: entity
name: portable flasher name: portable flasher
parent: BaseStructure parent: BaseStructure
id: Portableflasher id: PortableFlasher
description: An ultrabright flashbulb with a proximity trigger, useful for making an area security-only. description: An ultrabright flashbulb with a proximity trigger, useful for making an area security-only.
components: components:
- type: SoundOnTrigger - type: SoundOnTrigger
@@ -77,7 +77,7 @@
map: ["enum.ProximityTriggerVisualLayers.Base"] map: ["enum.ProximityTriggerVisualLayers.Base"]
- type: InteractionOutline - type: InteractionOutline
- type: Physics - type: Physics
- type: Fixtures - type: Fixtures
fixtures: fixtures:
- shape: - shape:
!type:PhysShapeAabb !type:PhysShapeAabb
@@ -90,9 +90,7 @@
- MobImpassable - MobImpassable
mass: 70 mass: 70
- type: Appearance - type: Appearance
visuals: - type: AnimationPlayer
- type: ProximityTriggerVisualizer
animationState: flashing
- type: PointLight - type: PointLight
energy: 2.0 energy: 2.0
radius: 0 radius: 0