Refactor LightBehaviorSystem to remove obsolete code (#30890)
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@@ -1,4 +1,4 @@
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using System.Linq;
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using System.Linq;
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using Content.Shared.Light.Components;
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using JetBrains.Annotations;
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using Robust.Client.Animations;
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@@ -68,7 +68,7 @@ namespace Content.Client.Light.Components
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if (MinDuration > 0)
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{
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MaxTime = (float) _random.NextDouble() * (MaxDuration - MinDuration) + MinDuration;
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MaxTime = (float)_random.NextDouble() * (MaxDuration - MinDuration) + MinDuration;
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}
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else
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{
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@@ -192,11 +192,11 @@ namespace Content.Client.Light.Components
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{
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if (interpolateValue < 0.5f)
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{
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ApplyInterpolation(StartValue, EndValue, interpolateValue*2);
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ApplyInterpolation(StartValue, EndValue, interpolateValue * 2);
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}
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else
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{
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ApplyInterpolation(EndValue, StartValue, (interpolateValue-0.5f)*2);
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ApplyInterpolation(EndValue, StartValue, (interpolateValue - 0.5f) * 2);
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}
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}
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else
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@@ -238,9 +238,9 @@ namespace Content.Client.Light.Components
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public override void OnInitialize()
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{
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_randomValue1 = (float) InterpolateLinear(StartValue, EndValue, (float) _random.NextDouble());
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_randomValue2 = (float) InterpolateLinear(StartValue, EndValue, (float) _random.NextDouble());
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_randomValue3 = (float) InterpolateLinear(StartValue, EndValue, (float) _random.NextDouble());
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_randomValue1 = (float)InterpolateLinear(StartValue, EndValue, (float)_random.NextDouble());
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_randomValue2 = (float)InterpolateLinear(StartValue, EndValue, (float)_random.NextDouble());
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_randomValue3 = (float)InterpolateLinear(StartValue, EndValue, (float)_random.NextDouble());
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}
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public override void OnStart()
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@@ -258,7 +258,7 @@ namespace Content.Client.Light.Components
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}
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_randomValue3 = _randomValue4;
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_randomValue4 = (float) InterpolateLinear(StartValue, EndValue, (float) _random.NextDouble());
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_randomValue4 = (float)InterpolateLinear(StartValue, EndValue, (float) _random.NextDouble());
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}
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public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback(
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@@ -362,7 +362,7 @@ namespace Content.Client.Light.Components
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[Dependency] private readonly IEntityManager _entMan = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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private const string KeyPrefix = nameof(LightBehaviourComponent);
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public const string KeyPrefix = nameof(LightBehaviourComponent);
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public sealed class AnimationContainer
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{
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@@ -387,7 +387,7 @@ namespace Content.Client.Light.Components
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public readonly List<AnimationContainer> Animations = new();
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[ViewVariables(VVAccess.ReadOnly)]
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private Dictionary<string, object> _originalPropertyValues = new();
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public Dictionary<string, object> OriginalPropertyValues = new();
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void ISerializationHooks.AfterDeserialization()
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{
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@@ -397,155 +397,12 @@ namespace Content.Client.Light.Components
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{
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var animation = new Animation()
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{
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AnimationTracks = {behaviour}
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AnimationTracks = { behaviour }
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};
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Animations.Add(new AnimationContainer(key, animation, behaviour));
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key++;
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}
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}
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/// <summary>
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/// If we disable all the light behaviours we want to be able to revert the light to its original state.
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/// </summary>
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private void CopyLightSettings(EntityUid uid, string property)
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{
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if (_entMan.TryGetComponent(uid, out PointLightComponent? light))
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{
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var propertyValue = AnimationHelper.GetAnimatableProperty(light, property);
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if (propertyValue != null)
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{
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_originalPropertyValues.Add(property, propertyValue);
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}
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}
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else
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{
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Logger.Warning($"{_entMan.GetComponent<MetaDataComponent>(uid).EntityName} has a {nameof(LightBehaviourComponent)} but it has no {nameof(PointLightComponent)}! Check the prototype!");
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}
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}
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/// <summary>
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/// Start animating a light behaviour with the specified ID. If the specified ID is empty, it will start animating all light behaviour entries.
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/// If specified light behaviours are already animating, calling this does nothing.
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/// Multiple light behaviours can have the same ID.
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/// </summary>
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public void StartLightBehaviour(string id = "")
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{
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var uid = Owner;
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if (!_entMan.TryGetComponent(uid, out AnimationPlayerComponent? animation))
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{
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return;
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}
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var animations = _entMan.System<AnimationPlayerSystem>();
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foreach (var container in Animations)
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{
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if (container.LightBehaviour.ID == id || id == string.Empty)
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{
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if (!animations.HasRunningAnimation(uid, animation, KeyPrefix + container.Key))
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{
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CopyLightSettings(uid, container.LightBehaviour.Property);
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container.LightBehaviour.UpdatePlaybackValues(container.Animation);
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animations.Play(uid, animation, container.Animation, KeyPrefix + container.Key);
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}
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}
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}
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}
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/// <summary>
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/// If any light behaviour with the specified ID is animating, then stop it.
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/// If no ID is specified then all light behaviours will be stopped.
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/// Multiple light behaviours can have the same ID.
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/// </summary>
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/// <param name="id"></param>
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/// <param name="removeBehaviour">Should the behaviour(s) also be removed permanently?</param>
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/// <param name="resetToOriginalSettings">Should the light have its original settings applied?</param>
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public void StopLightBehaviour(string id = "", bool removeBehaviour = false, bool resetToOriginalSettings = false)
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{
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var uid = Owner;
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if (!_entMan.TryGetComponent(uid, out AnimationPlayerComponent? animation))
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{
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return;
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}
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var toRemove = new List<AnimationContainer>();
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var animations = _entMan.System<AnimationPlayerSystem>();
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foreach (var container in Animations)
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{
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if (container.LightBehaviour.ID == id || id == string.Empty)
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{
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if (animations.HasRunningAnimation(uid, animation, KeyPrefix + container.Key))
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{
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animations.Stop(uid, animation, KeyPrefix + container.Key);
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}
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if (removeBehaviour)
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{
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toRemove.Add(container);
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}
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}
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}
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foreach (var container in toRemove)
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{
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Animations.Remove(container);
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}
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if (resetToOriginalSettings && _entMan.TryGetComponent(uid, out PointLightComponent? light))
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{
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foreach (var (property, value) in _originalPropertyValues)
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{
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AnimationHelper.SetAnimatableProperty(light, property, value);
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}
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}
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_originalPropertyValues.Clear();
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}
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/// <summary>
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/// Checks if at least one behaviour is running.
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/// </summary>
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/// <returns>Whether at least one behaviour is running, false if none is.</returns>
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public bool HasRunningBehaviours()
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{
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var uid = Owner;
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if (!_entMan.TryGetComponent(uid, out AnimationPlayerComponent? animation))
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{
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return false;
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}
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var animations = _entMan.System<AnimationPlayerSystem>();
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return Animations.Any(container => animations.HasRunningAnimation(uid, animation, KeyPrefix + container.Key));
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}
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/// <summary>
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/// Add a new light behaviour to the component and start it immediately unless otherwise specified.
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/// </summary>
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public void AddNewLightBehaviour(LightBehaviourAnimationTrack behaviour, bool playImmediately = true)
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{
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var key = 0;
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while (Animations.Any(x => x.Key == key))
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{
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key++;
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}
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var animation = new Animation()
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{
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AnimationTracks = {behaviour}
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};
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behaviour.Initialize(Owner, _random, _entMan);
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var container = new AnimationContainer(key, animation, behaviour);
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Animations.Add(container);
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if (playImmediately)
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{
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StartLightBehaviour(behaviour.ID);
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}
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}
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}
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}
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