Fix bed strapping flip flop (#13094)
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@@ -1,6 +1,6 @@
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using Robust.Client.GameObjects;
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using Robust.Client.Animations;
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using Content.Shared.Rotation;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Shared.Animations;
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namespace Content.Client.Rotation;
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@@ -11,47 +11,43 @@ public sealed class RotationVisualizerSystem : VisualizerSystem<RotationVisualsC
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{
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base.OnAppearanceChange(uid, component, ref args);
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if (args.Sprite != null)
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if (!AppearanceSystem.TryGetData<RotationState>(uid, RotationVisuals.RotationState, out var state, args.Component) ||
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args.Sprite == null)
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{
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// if TryGetData fails, state defaults to RotationState.Vertical.
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args.Component.TryGetData<RotationState>(RotationVisuals.RotationState, out var state);
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return;
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}
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switch (state)
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{
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case RotationState.Vertical:
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AnimateSpriteRotation(args.Sprite, component.VerticalRotation, component.AnimationTime);
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break;
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case RotationState.Horizontal:
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AnimateSpriteRotation(args.Sprite, component.HorizontalRotation, component.AnimationTime);
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break;
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}
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switch (state)
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{
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case RotationState.Vertical:
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AnimateSpriteRotation(args.Sprite, component.VerticalRotation, component.AnimationTime);
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break;
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case RotationState.Horizontal:
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AnimateSpriteRotation(args.Sprite, component.HorizontalRotation, component.AnimationTime);
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break;
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}
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}
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/// <summary>
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/// Rotates a sprite between two animated keyframes given a certain time.
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/// </summary>
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public void AnimateSpriteRotation(SpriteComponent sprite, Angle rotation, float animationTime)
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public void AnimateSpriteRotation(SpriteComponent spriteComp, Angle rotation, float animationTime)
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{
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var entMan = IoCManager.Resolve<IEntityManager>();
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if (sprite.Rotation.Equals(rotation))
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if (spriteComp.Rotation.Equals(rotation))
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{
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return;
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}
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if (!entMan.TryGetComponent(sprite.Owner, out AnimationPlayerComponent? animation))
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var animationComp = EnsureComp<AnimationPlayerComponent>(spriteComp.Owner);
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const string animationKey = "rotate";
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// Stop the current rotate animation and then start a new one
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if (AnimationSystem.HasRunningAnimation(animationComp, animationKey))
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{
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sprite.Rotation = rotation;
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return;
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AnimationSystem.Stop(animationComp, animationKey);
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}
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spriteComp.Rotation = rotation;
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if (animation.HasRunningAnimation("rotate"))
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{
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animation.Stop("rotate");
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}
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animation.Play(new Animation
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var animation = new Animation
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{
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Length = TimeSpan.FromSeconds(animationTime),
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AnimationTracks =
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@@ -63,11 +59,13 @@ public sealed class RotationVisualizerSystem : VisualizerSystem<RotationVisualsC
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InterpolationMode = AnimationInterpolationMode.Linear,
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(sprite.Rotation, 0),
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new AnimationTrackProperty.KeyFrame(spriteComp.Rotation, 0),
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new AnimationTrackProperty.KeyFrame(rotation, animationTime)
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}
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}
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}
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}, "rotate");
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};
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AnimationSystem.Play(animationComp, animation, animationKey);
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}
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}
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