#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

@@ -120,7 +120,6 @@ namespace Content.Client.GameObjects.Components.Doors
{
animPlayer.Play(OpenAnimation, AnimationKey);
}
break;
case DoorVisualState.Open:
sprite.LayerSetState(DoorVisualLayers.Base, "open");

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@@ -0,0 +1,107 @@
using System;
using Content.Shared.GameObjects.Components.Power;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Client.GameObjects.Components.Animations;
using Robust.Client.Interfaces.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using YamlDotNet.RepresentationModel;
namespace Content.Client.GameObjects.Components.Power
{
public class AutolatheVisualizer2D : AppearanceVisualizer
{
private const string AnimationKey = "autolathe_animation";
private Animation _buildingAnimation;
private Animation _insertingMetalAnimation;
private Animation _insertingGlassAnimation;
public override void LoadData(YamlMappingNode node)
{
base.LoadData(node);
_buildingAnimation = PopulateAnimation("autolathe_building", "autolathe_building_unlit", 0.5f);
_insertingMetalAnimation = PopulateAnimation("autolathe_inserting_metal_plate", "autolathe_inserting_unlit", 0.9f);
_insertingGlassAnimation = PopulateAnimation("autolathe_inserting_glass_plate", "autolathe_inserting_unlit", 0.9f);
}
private Animation PopulateAnimation(string sprite, string spriteUnlit, float length)
{
var animation = new Animation {Length = TimeSpan.FromSeconds(length)};
var flick = new AnimationTrackSpriteFlick();
animation.AnimationTracks.Add(flick);
flick.LayerKey = AutolatheVisualLayers.Base;
flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame(sprite, 0f));
var flickUnlit = new AnimationTrackSpriteFlick();
animation.AnimationTracks.Add(flickUnlit);
flickUnlit.LayerKey = AutolatheVisualLayers.BaseUnlit;
flickUnlit.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame(spriteUnlit, 0f));
return animation;
}
public override void InitializeEntity(IEntity entity)
{
if (!entity.HasComponent<AnimationPlayerComponent>())
{
entity.AddComponent<AnimationPlayerComponent>();
}
}
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
var sprite = component.Owner.GetComponent<ISpriteComponent>();
var animPlayer = component.Owner.GetComponent<AnimationPlayerComponent>();
if (!component.TryGetData(PowerDeviceVisuals.VisualState, out LatheVisualState state))
{
state = LatheVisualState.Idle;
}
switch (state)
{
case LatheVisualState.Idle:
if (animPlayer.HasRunningAnimation(AnimationKey))
{
animPlayer.Stop(AnimationKey);
}
sprite.LayerSetState(AutolatheVisualLayers.Base, "autolathe");
sprite.LayerSetState(AutolatheVisualLayers.BaseUnlit, "autolathe_unlit");
break;
case LatheVisualState.Producing:
if (!animPlayer.HasRunningAnimation(AnimationKey))
{
animPlayer.Play(_buildingAnimation, AnimationKey);
}
break;
case LatheVisualState.InsertingMetal:
if (!animPlayer.HasRunningAnimation(AnimationKey))
{
animPlayer.Play(_insertingMetalAnimation, AnimationKey);
}
break;
case LatheVisualState.InsertingGlass:
if (!animPlayer.HasRunningAnimation(AnimationKey))
{
animPlayer.Play(_insertingGlassAnimation, AnimationKey);
}
break;
default:
throw new ArgumentOutOfRangeException();
}
var glowingPartsVisible = !(component.TryGetData(PowerDeviceVisuals.Powered, out bool powered) && !powered);
sprite.LayerSetVisible(AutolatheVisualLayers.BaseUnlit, glowingPartsVisible);
}
public enum AutolatheVisualLayers
{
Base,
BaseUnlit
}
}
}

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@@ -0,0 +1,104 @@
using System;
using Content.Shared.GameObjects.Components.Power;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Client.GameObjects.Components.Animations;
using Robust.Client.Interfaces.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using YamlDotNet.RepresentationModel;
namespace Content.Client.GameObjects.Components.Power
{
public class ProtolatheVisualizer2D : AppearanceVisualizer
{
private const string AnimationKey = "protolathe_animation";
private Animation _buildingAnimation;
private Animation _insertingMetalAnimation;
private Animation _insertingGlassAnimation;
public override void LoadData(YamlMappingNode node)
{
base.LoadData(node);
_buildingAnimation = PopulateAnimation("protolathe_building", 0.9f);
_insertingMetalAnimation = PopulateAnimation("protolathe_metal", 0.9f);
_insertingGlassAnimation = PopulateAnimation("protolathe_glass", 0.9f);
}
private Animation PopulateAnimation(string sprite, float length)
{
var animation = new Animation {Length = TimeSpan.FromSeconds(length)};
var flick = new AnimationTrackSpriteFlick();
animation.AnimationTracks.Add(flick);
flick.LayerKey = ProtolatheVisualLayers.AnimationLayer;
flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame(sprite, 0f));
return animation;
}
public override void InitializeEntity(IEntity entity)
{
if (!entity.HasComponent<AnimationPlayerComponent>())
{
entity.AddComponent<AnimationPlayerComponent>();
}
}
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
var sprite = component.Owner.GetComponent<ISpriteComponent>();
var animPlayer = component.Owner.GetComponent<AnimationPlayerComponent>();
if (!component.TryGetData(PowerDeviceVisuals.VisualState, out LatheVisualState state))
{
state = LatheVisualState.Idle;
}
sprite.LayerSetVisible(ProtolatheVisualLayers.AnimationLayer, true);
switch (state)
{
case LatheVisualState.Idle:
if (animPlayer.HasRunningAnimation(AnimationKey))
{
animPlayer.Stop(AnimationKey);
}
sprite.LayerSetState(ProtolatheVisualLayers.Base, "protolathe");
sprite.LayerSetState(ProtolatheVisualLayers.BaseUnlit, "protolathe_unlit");
sprite.LayerSetVisible(ProtolatheVisualLayers.AnimationLayer, false);
break;
case LatheVisualState.Producing:
if (!animPlayer.HasRunningAnimation(AnimationKey))
{
animPlayer.Play(_buildingAnimation, AnimationKey);
}
break;
case LatheVisualState.InsertingMetal:
if (!animPlayer.HasRunningAnimation(AnimationKey))
{
animPlayer.Play(_insertingMetalAnimation, AnimationKey);
}
break;
case LatheVisualState.InsertingGlass:
if (!animPlayer.HasRunningAnimation(AnimationKey))
{
animPlayer.Play(_insertingGlassAnimation, AnimationKey);
}
break;
default:
throw new ArgumentOutOfRangeException();
}
var glowingPartsVisible = !(component.TryGetData(PowerDeviceVisuals.Powered, out bool powered) && !powered);
sprite.LayerSetVisible(ProtolatheVisualLayers.BaseUnlit, glowingPartsVisible);
}
public enum ProtolatheVisualLayers
{
Base,
BaseUnlit,
AnimationLayer
}
}
}

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
}
}
}

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@@ -0,0 +1,14 @@
using System;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Power
{
[Serializable, NetSerializable]
public enum LatheVisualState
{
Idle,
Producing,
InsertingMetal,
InsertingGlass
}
}

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@@ -6,6 +6,7 @@ namespace Content.Shared.GameObjects.Components.Power
[Serializable, NetSerializable]
public enum PowerDeviceVisuals
{
VisualState,
Powered
}
}

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@@ -25,9 +25,10 @@
sprite: Buildings/autolathe.rsi
layers:
- state: autolathe
map: ["enum.AutolatheVisualLayers.Base"]
- state: autolathe_unlit
shader: unshaded
map: ["enum.PowerDeviceVisualLayers.Powered"]
map: ["enum.AutolatheVisualLayers.BaseUnlit"]
- type: Icon
sprite: Buildings/autolathe.rsi
state: autolathe
@@ -56,7 +57,7 @@
- Multitool
- type: Appearance
visuals:
- type: PowerDeviceVisualizer2D
- type: AutolatheVisualizer2D
- type: entity
parent: BaseLathe
@@ -67,9 +68,12 @@
sprite: Buildings/research.rsi
layers:
- state: protolathe
map: ["enum.ProtolatheVisualLayers.Base"]
- state: protolathe_unlit
shader: unshaded
map: ["enum.PowerDeviceVisualLayers.Powered"]
map: ["enum.ProtolatheVisualLayers.BaseUnlit"]
- state: protolathe
map: ["enum.ProtolatheVisualLayers.AnimationLayer"]
- type: Icon
sprite: Buildings/research.rsi
state: protolathe
@@ -104,4 +108,4 @@
type: ResearchClientBoundUserInterface
- type: Appearance
visuals:
- type: PowerDeviceVisualizer2D
- type: ProtolatheVisualizer2D

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@@ -28,15 +28,15 @@
"directions": 1,
"delays": [
[
0.15,
0.15,
0.15,
0.15,
0.15,
0.15,
0.15,
0.15,
0.15
0.055,
0.055,
0.055,
0.055,
0.055,
0.055,
0.055,
0.055,
0.055
]
]
},
@@ -45,20 +45,37 @@
"directions": 1,
"delays": [
[
0.15,
0.15,
0.15,
0.15,
0.15,
0.15,
0.15,
0.15,
0.15
0.055,
0.055,
0.055,
0.055,
0.055,
0.055,
0.055,
0.055,
0.055
]
]
},
{
"name": "autolathe_inserting",
"name": "autolathe_inserting_metal_plate",
"directions": 1,
"delays": [
[
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1
]
]
},
{
"name": "autolathe_inserting_glass_plate",
"directions": 1,
"delays": [
[
@@ -99,23 +116,6 @@
1.0
]
]
},
{
"name": "autolathe_r",
"directions": 1,
"delays": [
[
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1
]
]
}
]
}

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@@ -259,7 +259,7 @@
]
},
{
"name": "protolathe_n",
"name": "protolathe_building",
"directions": 1,
"delays": [
[
@@ -314,7 +314,7 @@
]
},
{
"name": "protolathe_t",
"name": "protolathe_open",
"directions": 1,
"delays": [
[

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