Puddle Visuals: ECS/Refactor and fixes (#11941)
* Don't stop me now, cuz I'm havin' such a good time (I'm havin' a ball!) * YEET * No changes to intended behaviour at this point. Pretty much just a refactor + bugfixes. * tweaks to RandomizeState, removing an error caused by setting the state after setting the RSI * Comments cleanup and removed IsSlippery. To re-add soon for this PR. * test * We don't actually use this PuddleGeneric anywhere * cheeky * Uncheeky, and tweaks based on #8203 * Recheeky * A small price to pay for `checks passed` * Beauty, like ice, our footing does betray; Who can tread sure on the smooth, slippery way * Undo Slippery Checks * Begin smoothing. Need to fix the animation-not-playing bug again * Cleanup * animation bugfix * IgnoredComponents tests fix
This commit is contained in:
131
Content.Client/Fluids/PuddleVisualizerSystem.cs
Normal file
131
Content.Client/Fluids/PuddleVisualizerSystem.cs
Normal file
@@ -0,0 +1,131 @@
|
||||
using System.Linq;
|
||||
using Content.Shared.Fluids;
|
||||
using Content.Shared.FixedPoint;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Shared.Random;
|
||||
|
||||
namespace Content.Client.Fluids
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public sealed class PuddleVisualizerSystem : VisualizerSystem<PuddleVisualizerComponent>
|
||||
{
|
||||
[Dependency] private readonly IRobustRandom _random = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<PuddleVisualizerComponent, ComponentInit>(OnComponentInit);
|
||||
}
|
||||
|
||||
private void OnComponentInit(EntityUid uid, PuddleVisualizerComponent puddleVisuals, ComponentInit args)
|
||||
{
|
||||
if (!TryComp(uid, out AppearanceComponent? appearance))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!TryComp(uid, out SpriteComponent? sprite))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
puddleVisuals.OriginalRsi = sprite.BaseRSI; //Back up the original RSI upon initialization
|
||||
RandomizeState(sprite, puddleVisuals.OriginalRsi);
|
||||
RandomizeRotation(sprite);
|
||||
}
|
||||
|
||||
protected override void OnAppearanceChange(EntityUid uid, PuddleVisualizerComponent component, ref AppearanceChangeEvent args)
|
||||
{
|
||||
if (args.Sprite == null)
|
||||
{
|
||||
Logger.Warning($"Missing SpriteComponent for PuddleVisualizerSystem on entityUid = {uid}");
|
||||
return;
|
||||
}
|
||||
|
||||
if (args.Component.TryGetData(PuddleVisuals.VolumeScale, out float volumeScale)
|
||||
&& args.Component.TryGetData(PuddleVisuals.CurrentVolume, out FixedPoint2 currentVolume)
|
||||
&& args.Component.TryGetData(PuddleVisuals.SolutionColor, out Color solutionColor)
|
||||
&& args.Component.TryGetData(PuddleVisuals.IsEvaporatingVisual, out bool isEvaporating))
|
||||
{
|
||||
// volumeScale is our opacity based on level of fullness to overflow. The lower bound is hard-capped for visibility reasons.
|
||||
var cappedScale = Math.Min(1.0f, volumeScale * 0.75f + 0.25f);
|
||||
|
||||
Color newColor;
|
||||
if (component.Recolor)
|
||||
{
|
||||
newColor = solutionColor.WithAlpha(cappedScale);
|
||||
}
|
||||
else
|
||||
{
|
||||
newColor = args.Sprite.Color.WithAlpha(cappedScale);
|
||||
}
|
||||
|
||||
args.Sprite.LayerSetColor(0, newColor);
|
||||
|
||||
if (component.CustomPuddleSprite) //Don't consider wet floor effects if we're using a custom sprite.
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
bool wetFloorEffectNeeded;
|
||||
|
||||
if (isEvaporating
|
||||
&& currentVolume < component.WetFloorEffectThreshold)
|
||||
{
|
||||
wetFloorEffectNeeded = true;
|
||||
}
|
||||
else
|
||||
wetFloorEffectNeeded = false;
|
||||
|
||||
if (wetFloorEffectNeeded)
|
||||
{
|
||||
if (args.Sprite.LayerGetState(0) != "sparkles") // If we need the effect but don't already have it - start it
|
||||
{
|
||||
StartWetFloorEffect(args.Sprite, component.WetFloorEffectAlpha);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (args.Sprite.LayerGetState(0) == "sparkles") // If we have the effect but don't need it - end it
|
||||
EndWetFloorEffect(args.Sprite, component.OriginalRsi);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
private void StartWetFloorEffect(SpriteComponent sprite, float alpha)
|
||||
{
|
||||
sprite.LayerSetState(0, "sparkles", "Fluids/wet_floor_sparkles.rsi");
|
||||
sprite.Color = sprite.Color.WithAlpha(alpha);
|
||||
sprite.LayerSetAutoAnimated(0, false);
|
||||
sprite.LayerSetAutoAnimated(0, true); //fixes a bug where the sparkle effect would sometimes freeze on a single frame.
|
||||
}
|
||||
|
||||
private void EndWetFloorEffect(SpriteComponent sprite, RSI? originalRSI)
|
||||
{
|
||||
RandomizeState(sprite, originalRSI);
|
||||
sprite.LayerSetAutoAnimated(0, false);
|
||||
}
|
||||
|
||||
private void RandomizeState(SpriteComponent sprite, RSI? rsi)
|
||||
{
|
||||
var maxStates = rsi?.ToArray();
|
||||
if (maxStates is not { Length: > 0 }) return;
|
||||
|
||||
var selectedState = _random.Next(0, maxStates.Length - 1); //randomly select an index for which RSI state to use.
|
||||
sprite.LayerSetState(0, maxStates[selectedState].StateId, rsi); // sets the sprite's state via our randomly selected index.
|
||||
}
|
||||
|
||||
private void RandomizeRotation(SpriteComponent sprite)
|
||||
{
|
||||
float rotationDegrees = _random.Next(0, 359); // randomly select a rotation for our puddle sprite.
|
||||
sprite.Rotation = Angle.FromDegrees(rotationDegrees); // sets the sprite's rotation to the one we randomly selected.
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user