Resolve PoweredLightVisualizer is Obsolete (#13891)
This commit is contained in:
@@ -1,131 +0,0 @@
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using Content.Shared.Light;
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using JetBrains.Annotations;
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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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using Robust.Shared.Audio;
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using Robust.Shared.Random;
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namespace Content.Client.Light.Visualizers
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{
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[UsedImplicitly]
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public sealed class PoweredLightVisualizer : AppearanceVisualizer
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{
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[DataField("minBlinkingTime")] private float _minBlinkingTime = 0.5f;
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[DataField("maxBlinkingTime")] private float _maxBlinkingTime = 2;
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[DataField("blinkingSound")] private SoundSpecifier? _blinkingSound = default;
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private bool _wasBlinking;
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private Action<string>? _blinkingCallback;
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[Obsolete("Subscribe to AppearanceChangeEvent instead.")]
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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var entities = IoCManager.Resolve<IEntityManager>();
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if (!entities.TryGetComponent(component.Owner, out SpriteComponent? sprite)) return;
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if (!component.TryGetData(PoweredLightVisuals.BulbState, out PoweredLightState state)) return;
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switch (state)
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{
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case PoweredLightState.Empty:
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sprite.LayerSetState(PoweredLightLayers.Base, "empty");
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ToggleBlinkingAnimation(component, false);
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break;
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case PoweredLightState.Off:
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sprite.LayerSetState(PoweredLightLayers.Base, "off");
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ToggleBlinkingAnimation(component, false);
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break;
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case PoweredLightState.On:
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if (component.TryGetData(PoweredLightVisuals.Blinking, out bool isBlinking))
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ToggleBlinkingAnimation(component, isBlinking);
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if (!isBlinking)
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{
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sprite.LayerSetState(PoweredLightLayers.Base, "on");
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}
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break;
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case PoweredLightState.Broken:
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sprite.LayerSetState(PoweredLightLayers.Base, "broken");
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ToggleBlinkingAnimation(component, false);
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break;
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case PoweredLightState.Burned:
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sprite.LayerSetState(PoweredLightLayers.Base, "burn");
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ToggleBlinkingAnimation(component, false);
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break;
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}
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}
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private void ToggleBlinkingAnimation(AppearanceComponent component, bool isBlinking)
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{
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if (isBlinking == _wasBlinking)
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return;
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_wasBlinking = isBlinking;
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component.Owner.EnsureComponent(out AnimationPlayerComponent animationPlayer);
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if (isBlinking)
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{
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_blinkingCallback = (animName) => animationPlayer.Play(BlinkingAnimation(), "blinking");
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animationPlayer.AnimationCompleted += _blinkingCallback;
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animationPlayer.Play(BlinkingAnimation(), "blinking");
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}
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else if (animationPlayer.HasRunningAnimation("blinking"))
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{
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if (_blinkingCallback != null)
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animationPlayer.AnimationCompleted -= _blinkingCallback;
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animationPlayer.Stop("blinking");
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}
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}
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private Animation BlinkingAnimation()
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{
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var random = IoCManager.Resolve<IRobustRandom>();
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var randomTime = random.NextFloat() *
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(_maxBlinkingTime - _minBlinkingTime) + _minBlinkingTime;
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var blinkingAnim = new Animation()
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{
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Length = TimeSpan.FromSeconds(randomTime),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty
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{
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ComponentType = typeof(PointLightComponent),
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InterpolationMode = AnimationInterpolationMode.Nearest,
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Property = nameof(PointLightComponent.Enabled),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(false, 0),
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new AnimationTrackProperty.KeyFrame(true, 1)
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}
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},
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new AnimationTrackSpriteFlick()
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{
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LayerKey = PoweredLightLayers.Base,
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KeyFrames =
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{
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new AnimationTrackSpriteFlick.KeyFrame("off", 0),
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new AnimationTrackSpriteFlick.KeyFrame("on", 0.5f)
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}
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}
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}
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};
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if (_blinkingSound != null)
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{
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blinkingAnim.AnimationTracks.Add(new AnimationTrackPlaySound()
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{
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KeyFrames =
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{
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new AnimationTrackPlaySound.KeyFrame(_blinkingSound.GetSound(), 0.5f)
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}
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});
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}
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return blinkingAnim;
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}
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}
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}
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125
Content.Client/Light/Visualizers/PoweredLightVisualizerSystem.cs
Normal file
125
Content.Client/Light/Visualizers/PoweredLightVisualizerSystem.cs
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@@ -0,0 +1,125 @@
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using Content.Shared.Light;
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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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using Robust.Shared.Random;
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namespace Content.Client.Light.Visualizers;
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public sealed class PoweredLightVisualizerSystem : VisualizerSystem<PoweredLightVisualsComponent>
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PoweredLightVisualsComponent, AnimationCompletedEvent>(OnAnimationCompleted);
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}
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protected override void OnAppearanceChange(EntityUid uid, PoweredLightVisualsComponent comp, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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if (!AppearanceSystem.TryGetData<PoweredLightState>(uid, PoweredLightVisuals.BulbState, out var state, args.Component))
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return;
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if (comp.SpriteStateMap.TryGetValue(state, out var spriteState))
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args.Sprite.LayerSetState(PoweredLightLayers.Base, spriteState);
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SetBlinkingAnimation(
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uid,
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state == PoweredLightState.On
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&& (AppearanceSystem.TryGetData<bool>(uid, PoweredLightVisuals.Blinking, out var isBlinking, args.Component) && isBlinking),
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comp
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);
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}
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/// <summary>
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/// Loops the blinking animation until the light should stop blinking.
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/// </summary>
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private void OnAnimationCompleted(EntityUid uid, PoweredLightVisualsComponent comp, AnimationCompletedEvent args)
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{
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if (args.Key != PoweredLightVisualsComponent.BlinkingAnimationKey)
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return;
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if(!comp.IsBlinking)
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return;
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AnimationSystem.Play(uid, Comp<AnimationPlayerComponent>(uid), BlinkingAnimation(comp), PoweredLightVisualsComponent.BlinkingAnimationKey);
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}
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/// <summary>
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/// Sets whether or not the given light should be blinking.
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/// Triggers or clears the blinking animation of the state changes.
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/// </summary>
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private void SetBlinkingAnimation(EntityUid uid, bool shouldBeBlinking, PoweredLightVisualsComponent comp)
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{
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if (shouldBeBlinking == comp.IsBlinking)
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return;
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comp.IsBlinking = shouldBeBlinking;
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var animationPlayer = EnsureComp<AnimationPlayerComponent>(uid);
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if (shouldBeBlinking)
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{
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AnimationSystem.Play(uid, animationPlayer, BlinkingAnimation(comp), PoweredLightVisualsComponent.BlinkingAnimationKey);
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}
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else if (AnimationSystem.HasRunningAnimation(uid, animationPlayer, PoweredLightVisualsComponent.BlinkingAnimationKey))
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{
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AnimationSystem.Stop(uid, animationPlayer, PoweredLightVisualsComponent.BlinkingAnimationKey);
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}
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}
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/// <summary>
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/// Generates a blinking animation.
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/// Essentially just flashes the light off and on over a random time interval.
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/// The resulting animation is looped indefinitely until the comp is set to stop blinking.
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/// </summary>
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private Animation BlinkingAnimation(PoweredLightVisualsComponent comp)
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{
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var randomTime = MathHelper.Lerp(comp.MinBlinkingAnimationCycleTime, comp.MaxBlinkingAnimationCycleTime, _random.NextFloat());
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var blinkingAnim = new Animation()
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{
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Length = TimeSpan.FromSeconds(randomTime),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty
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{
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ComponentType = typeof(PointLightComponent),
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InterpolationMode = AnimationInterpolationMode.Nearest,
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Property = nameof(PointLightComponent.Enabled),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(false, 0),
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new AnimationTrackProperty.KeyFrame(true, 1)
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}
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},
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new AnimationTrackSpriteFlick()
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{
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LayerKey = PoweredLightLayers.Base,
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KeyFrames =
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{
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new AnimationTrackSpriteFlick.KeyFrame(comp.SpriteStateMap[PoweredLightState.Off], 0),
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new AnimationTrackSpriteFlick.KeyFrame(comp.SpriteStateMap[PoweredLightState.On], 0.5f)
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}
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}
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}
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};
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if (comp.BlinkingSound != null)
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{
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var sound = _audio.GetSound(comp.BlinkingSound);
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blinkingAnim.AnimationTracks.Add(new AnimationTrackPlaySound()
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{
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KeyFrames =
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{
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new AnimationTrackPlaySound.KeyFrame(sound, 0.5f)
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}
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});
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}
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return blinkingAnim;
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}
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}
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@@ -0,0 +1,60 @@
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using Content.Shared.Light;
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using Robust.Shared.Audio;
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namespace Content.Client.Light.Visualizers;
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[RegisterComponent]
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[Access(typeof(PoweredLightVisualizerSystem))]
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public sealed class PoweredLightVisualsComponent : Component
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{
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/// <summary>
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/// A map of the sprite states used by this visualizer indexed by the light state they correspond to.
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/// </summary>
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[DataField("spriteStateMap")]
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[ViewVariables(VVAccess.ReadOnly)]
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public readonly Dictionary<PoweredLightState, string> SpriteStateMap = new()
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{
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[PoweredLightState.Empty] = "empty",
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[PoweredLightState.Off] = "off",
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[PoweredLightState.On] = "on",
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[PoweredLightState.Broken] = "broken",
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[PoweredLightState.Burned] = "burn",
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};
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#region Blinking
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/// <summary>
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/// The id used to track the blinking animation for lights.
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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public const string BlinkingAnimationKey = "poweredlight_blinking";
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/// <summary>
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/// The minimum length of the base blinking animation (one on-off-on cycle) in seconds.
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/// </summary>
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[DataField("minBlinkingTime")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float MinBlinkingAnimationCycleTime = 0.5f;
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/// <summary>
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/// The maximum length of the base blinking animation (one on-off-on cycle) in seconds.
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/// </summary>
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[DataField("maxBlinkingTime")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float MaxBlinkingAnimationCycleTime = 2;
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/// <summary>
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/// The sound that plays when the blinking animation cycles.
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/// </summary>
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[DataField("blinkingSound")]
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[ViewVariables(VVAccess.ReadWrite)]
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public SoundSpecifier? BlinkingSound = default;
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/// <summary>
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/// Whether or not this light is currently blinking.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public bool IsBlinking;
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#endregion Blinking
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}
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@@ -90,10 +90,9 @@
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receiveFrequencyId: SmartLight
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- type: ApcNetworkConnection
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- type: Appearance
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visuals:
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- type: PoweredLightVisualizer
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blinkingSound:
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path: "/Audio/Machines/light_tube_on.ogg"
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- type: PoweredLightVisuals
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blinkingSound:
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path: "/Audio/Machines/light_tube_on.ogg"
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- type: SignalReceiver
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inputs:
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On: []
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@@ -263,8 +262,7 @@
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receiveFrequencyId: SmartLight
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- type: ApcNetworkConnection
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- type: Appearance
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visuals:
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- type: PoweredLightVisualizer
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- type: PoweredLightVisuals
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- type: SignalReceiver
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inputs:
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On: []
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@@ -91,10 +91,9 @@
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graph: LightFixture
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node: groundLight
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- type: Appearance
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visuals:
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- type: PoweredLightVisualizer
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blinkingSound:
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path: "/Audio/Machines/light_tube_on.ogg"
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- type: PoweredLightVisuals
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blinkingSound:
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path: "/Audio/Machines/light_tube_on.ogg"
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- type: SignalReceiver
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inputs:
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On: []
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