Adds gamer flare to the game. (#4998)
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37
Content.Client/Light/RgbLightControllerSystem.cs
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37
Content.Client/Light/RgbLightControllerSystem.cs
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using System;
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using Content.Shared.Light;
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using Content.Shared.Light.Component;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Timing;
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namespace Content.Client.Light
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{
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public class RgbLightControllerSystem : EntitySystem
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{
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[Dependency] private IGameTiming _gameTiming = default!;
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var curTime = _gameTiming.CurTime;
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foreach (var (rgb, light, sprite) in EntityManager.EntityQuery<RgbLightControllerComponent, PointLightComponent, SpriteComponent>())
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{
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light.Color = GetCurrentRgbColor(curTime, TimeSpan.FromSeconds(rgb.CreationTick.Value * _gameTiming.TickPeriod.TotalSeconds), rgb);
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sprite.Color = GetCurrentRgbColor(curTime, TimeSpan.FromSeconds(rgb.CreationTick.Value * _gameTiming.TickPeriod.TotalSeconds), rgb);
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}
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}
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public static Color GetCurrentRgbColor(TimeSpan curTime, TimeSpan offset, RgbLightControllerComponent rgb)
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{
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return Color.FromHsv(new Vector4(
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(float) (((curTime.TotalSeconds - offset.TotalSeconds) / rgb.CycleRate + Math.Abs(rgb.Owner.Uid.GetHashCode() * 0.1)) % 1),
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1.0f,
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1.0f,
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1.0f
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));
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}
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}
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}
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.Light.Component
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{
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/// <summary>
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/// Networked solely for admemes.
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/// </summary>
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[NetworkedComponent]
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[RegisterComponent]
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public class RgbLightControllerComponent : Robust.Shared.GameObjects.Component
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{
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public override string Name => "RgbLightController";
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[DataField("cycleRate")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float CycleRate { get; set; } = 10.0f;
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}
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}
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