#391 Done Lathe animations (#774)

* Draft PR, do not merge

* Lathe now uses animations. Timing is still wrong, code is very wet, repetitions and unused layers are there.

* Removed (unneeded?) PowerDeviceVisualizer from the lathe
Refactored & Renamed code and variables
Renamed animation names

* WIP protolathe animation

* Working protolathe animation.
I still don't like the solution though.
This commit is contained in:
Decappi
2020-03-15 17:55:20 +01:00
committed by GitHub
parent 020c74a9cb
commit a1357a1ff3
13 changed files with 325 additions and 47 deletions

View File

@@ -1,18 +1,22 @@
// Only unused on .NET Core due to KeyValuePair.Deconstruct
// ReSharper disable once RedundantUsingDirective
using System;
using Robust.Shared.Utility;
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.Components.Power;
using Content.Server.GameObjects.Components.Stack;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components.Materials;
using Content.Shared.GameObjects.Components.Power;
using Content.Shared.GameObjects.Components.Research;
using Content.Shared.Research;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.Components.UserInterface;
using Robust.Server.Interfaces.GameObjects;
using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Timers;
using Robust.Shared.ViewVariables;
@@ -32,16 +36,28 @@ namespace Content.Server.GameObjects.Components.Research
[ViewVariables]
public bool Producing { get; private set; } = false;
private AppearanceComponent _appearance;
private LatheState _state = LatheState.Base;
protected virtual LatheState State
{
get => _state;
set => _state = value;
}
private LatheRecipePrototype _producingRecipe = null;
private PowerDeviceComponent _powerDevice;
private bool Powered => _powerDevice.Powered;
private static readonly TimeSpan InsertionTime = TimeSpan.FromSeconds(0.9f);
public override void Initialize()
{
base.Initialize();
_userInterface = Owner.GetComponent<ServerUserInterfaceComponent>().GetBoundUserInterface(LatheUiKey.Key);
_userInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
_powerDevice = Owner.GetComponent<PowerDeviceComponent>();
_appearance = Owner.GetComponent<AppearanceComponent>();
}
private void UserInterfaceOnOnReceiveMessage(ServerBoundUserInterfaceMessage message)
@@ -100,12 +116,17 @@ namespace Content.Server.GameObjects.Components.Research
_userInterface.SendMessage(new LatheProducingRecipeMessage(recipe.ID));
State = LatheState.Producing;
SetAppearance(LatheVisualState.Producing);
Timer.Spawn(recipe.CompleteTime, () =>
{
Producing = false;
_producingRecipe = null;
Owner.EntityManager.SpawnEntity(recipe.Result, Owner.Transform.GridPosition);
_userInterface.SendMessage(new LatheStoppedProducingRecipeMessage());
State = LatheState.Base;
SetAppearance(LatheVisualState.Idle);
});
return true;
@@ -125,7 +146,6 @@ namespace Content.Server.GameObjects.Components.Research
return;
}
OpenUserInterface(actor.playerSession);
return;
}
bool IAttackBy.AttackBy(AttackByEventArgs eventArgs)
{
@@ -151,15 +171,37 @@ namespace Content.Server.GameObjects.Components.Research
foreach (var mat in material.MaterialTypes.Values)
{
storage.InsertMaterial(mat.ID, VolumePerSheet * multiplier);
}
State = LatheState.Inserting;
switch (material.MaterialTypes.Values.First().Name)
{
case "Steel":
SetAppearance(LatheVisualState.InsertingMetal);
break;
case "Glass":
SetAppearance(LatheVisualState.InsertingGlass);
break;
}
Timer.Spawn(InsertionTime, async () =>
{
State = LatheState.Base;
SetAppearance(LatheVisualState.Idle);
});
eventArgs.AttackWith.Delete();
return false;
}
private void SetAppearance(LatheVisualState state)
{
if (_appearance != null || Owner.TryGetComponent(out _appearance))
_appearance.SetData(PowerDeviceVisuals.VisualState, state);
}
private Queue<string> GetIDQueue()
{
var queue = new Queue<string>();
@@ -170,5 +212,12 @@ namespace Content.Server.GameObjects.Components.Research
return queue;
}
protected enum LatheState
{
Base,
Inserting,
Producing
}
}
}