Glowsticks, flares and lighting behaviours (#1886)
* Assets * LightingBehaviours, flares, and such. * More changes * More changes, more flare work. * More work on flares + light behaviours * another refactor * missed * Light behaviours refactor, added sfx, improved graphics, improved lighting effects for glowstick and flare. * remove unneeded value * nullables * remove old code * nullable * one last push * net id * more work * more colors for glowsticks * Adjust flare so it fades in * fix name * sprite fix
This commit is contained in:
539
Content.Client/GameObjects/Components/LightBehaviourComponent.cs
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539
Content.Client/GameObjects/Components/LightBehaviourComponent.cs
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using System;
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using System.Collections.Generic;
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using Robust.Client.GameObjects;
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using Robust.Shared.Animations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using Content.Shared.GameObjects.Components;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Interfaces.Serialization;
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using Robust.Client.Animations;
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using Robust.Shared.Interfaces.GameObjects;
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using Microsoft.CodeAnalysis.CSharp.Syntax;
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using Robust.Client.GameObjects.Components.Animations;
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using System.Linq;
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namespace Content.Client.GameObjects.Components
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{
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#region LIGHT_BEHAVIOURS
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/// <summary>
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/// Base class for all light behaviours to derive from.
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/// This AnimationTrack derivative does not rely on keyframes since it often needs to have a randomized duration.
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/// </summary>
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[Serializable]
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public abstract class LightBehaviourAnimationTrack : AnimationTrackProperty, IExposeData
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{
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[ViewVariables] public string ID { get; set; }
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[ViewVariables] public string Property { get; protected set; }
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[ViewVariables] public bool IsLooped { get; set; }
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[ViewVariables] public bool Enabled { get; set; }
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[ViewVariables] public float StartValue { get; set; }
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[ViewVariables] public float EndValue { get; set; }
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[ViewVariables] public float MinDuration { get; set; }
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[ViewVariables] public float MaxDuration { get; set; }
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[ViewVariables] public AnimationInterpolationMode InterpolateMode { get; set; }
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[ViewVariables] protected float MaxTime { get; set; }
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protected PointLightComponent Light = default;
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protected IRobustRandom RobustRandom = default;
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private float _maxTime = default;
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public virtual void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(this, x => x.ID, "id", string.Empty);
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serializer.DataField(this, x => x.IsLooped, "isLooped", false);
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serializer.DataField(this, x => x.Enabled, "enabled", false);
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serializer.DataField(this, x => x.StartValue, "startValue", 0f);
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serializer.DataField(this, x => x.EndValue, "endValue", 2f);
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serializer.DataField(this, x => x.MinDuration, "minDuration", -1f);
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serializer.DataField(this, x => x.MaxDuration, "maxDuration", 2f);
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serializer.DataField(this, x => x.Property, "property", "Radius");
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serializer.DataField(this, x => x.InterpolateMode, "interpolate", AnimationInterpolationMode.Linear);
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}
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public void Initialize(PointLightComponent light)
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{
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Light = light;
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RobustRandom = IoCManager.Resolve<IRobustRandom>();
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if (Enabled)
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{
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Light.Enabled = true;
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}
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OnInitialize();
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}
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public void UpdatePlaybackValues(Animation owner)
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{
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Light.Enabled = true;
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if (MinDuration > 0)
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{
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MaxTime = (float) RobustRandom.NextDouble() * (MaxDuration - MinDuration) + MinDuration;
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}
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else
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{
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MaxTime = MaxDuration;
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}
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owner.Length = TimeSpan.FromSeconds(MaxTime);
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}
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public override (int KeyFrameIndex, float FramePlayingTime) InitPlayback()
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{
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OnStart();
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return (-1, _maxTime);
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}
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protected void ApplyProperty(object value)
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{
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if (Property == null)
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{
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throw new InvalidOperationException("Property parameter is null! Check the prototype!");
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}
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if (Light is IAnimationProperties properties)
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{
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properties.SetAnimatableProperty(Property, value);
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}
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else
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{
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AnimationHelper.SetAnimatableProperty(Light, Property, value);
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}
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}
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protected override void ApplyProperty(object context, object value)
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{
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ApplyProperty(value);
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}
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public virtual void OnInitialize() { }
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public virtual void OnStart() { }
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}
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/// <summary>
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/// A light behaviour that alternates between StartValue and EndValue
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/// </summary>
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public class PulseBehaviour: LightBehaviourAnimationTrack
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{
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public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback(
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object context, int prevKeyFrameIndex, float prevPlayingTime, float frameTime)
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{
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var playingTime = prevPlayingTime + frameTime;
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var interpolateValue = playingTime / MaxTime;
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if (Property == "Enabled") // special case for boolean
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{
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ApplyProperty(interpolateValue < 0.5f? true : false);
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return (-1, playingTime);
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}
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if (interpolateValue < 0.5f)
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{
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switch (InterpolateMode)
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{
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case AnimationInterpolationMode.Linear:
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ApplyProperty(InterpolateLinear(StartValue, EndValue, interpolateValue * 2f));
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break;
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case AnimationInterpolationMode.Cubic:
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ApplyProperty(InterpolateCubic(EndValue, StartValue, EndValue, StartValue, interpolateValue * 2f));
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break;
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default:
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case AnimationInterpolationMode.Nearest:
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ApplyProperty(StartValue);
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break;
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}
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}
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else
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{
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switch (InterpolateMode)
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{
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case AnimationInterpolationMode.Linear:
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ApplyProperty(InterpolateLinear(EndValue, StartValue, (interpolateValue - 0.5f) * 2f));
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break;
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case AnimationInterpolationMode.Cubic:
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ApplyProperty(InterpolateCubic(StartValue, EndValue, StartValue, EndValue, (interpolateValue - 0.5f) * 2f));
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break;
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default:
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case AnimationInterpolationMode.Nearest:
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ApplyProperty(EndValue);
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break;
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}
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}
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return (-1, playingTime);
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}
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}
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/// <summary>
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/// A light behaviour that interpolates from StartValue to EndValue
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/// </summary>
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public class FadeBehaviour : LightBehaviourAnimationTrack
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{
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public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback(
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object context, int prevKeyFrameIndex, float prevPlayingTime, float frameTime)
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{
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var playingTime = prevPlayingTime + frameTime;
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var interpolateValue = playingTime / MaxTime;
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if (Property == "Enabled") // special case for boolean
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{
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ApplyProperty(interpolateValue < EndValue? true : false);
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return (-1, playingTime);
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}
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switch (InterpolateMode)
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{
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case AnimationInterpolationMode.Linear:
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ApplyProperty(InterpolateLinear(StartValue, EndValue, interpolateValue));
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break;
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case AnimationInterpolationMode.Cubic:
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ApplyProperty(InterpolateCubic(EndValue, StartValue, EndValue, StartValue, interpolateValue));
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break;
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default:
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case AnimationInterpolationMode.Nearest:
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ApplyProperty(interpolateValue < 0.5f ? StartValue : EndValue);
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break;
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}
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return (-1, playingTime);
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}
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}
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/// <summary>
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/// A light behaviour that interpolates using random values chosen between StartValue and EndValue.
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/// </summary>
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public class RandomizeBehaviour : LightBehaviourAnimationTrack
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{
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private object _randomValue1 = default;
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private object _randomValue2 = default;
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private object _randomValue3 = default;
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private object _randomValue4 = default;
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public override void OnInitialize()
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{
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_randomValue2 = InterpolateLinear(StartValue, EndValue, (float) RobustRandom.NextDouble());
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_randomValue3 = InterpolateLinear(StartValue, EndValue, (float) RobustRandom.NextDouble());
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_randomValue4 = InterpolateLinear(StartValue, EndValue, (float) RobustRandom.NextDouble());
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}
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public override void OnStart()
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{
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if (Property == "Enabled") // special case for boolean, we randomize it
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{
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ApplyProperty(RobustRandom.NextDouble() < 0.5 ? true : false);
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return;
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}
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if (InterpolateMode == AnimationInterpolationMode.Cubic)
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{
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_randomValue1 = _randomValue2;
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_randomValue2 = _randomValue3;
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}
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_randomValue3 = _randomValue4;
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_randomValue4 = InterpolateLinear(StartValue, EndValue, (float) RobustRandom.NextDouble());
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}
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public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback(
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object context, int prevKeyFrameIndex, float prevPlayingTime, float frameTime)
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{
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var playingTime = prevPlayingTime + frameTime;
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var interpolateValue = playingTime / MaxTime;
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if (Property == "Enabled")
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{
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return (-1, playingTime);
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}
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switch (InterpolateMode)
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{
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case AnimationInterpolationMode.Linear:
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ApplyProperty(InterpolateLinear(_randomValue3, _randomValue4, interpolateValue));
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break;
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case AnimationInterpolationMode.Cubic:
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ApplyProperty(InterpolateCubic(_randomValue1, _randomValue2, _randomValue3, _randomValue4, interpolateValue));
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break;
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default:
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case AnimationInterpolationMode.Nearest:
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ApplyProperty(interpolateValue < 0.5f ? _randomValue3 : _randomValue4);
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break;
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}
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return (-1, playingTime);
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}
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}
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/// <summary>
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/// A light behaviour that cycles through a list of colors.
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/// </summary>
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public class ColorCycleBehaviour : LightBehaviourAnimationTrack
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{
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public List<Color> ColorsToCycle { get; set; }
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private int _colorIndex = 0;
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public override void OnStart()
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{
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_colorIndex++;
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if (_colorIndex > ColorsToCycle.Count - 1)
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{
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_colorIndex = 0;
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}
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}
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public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback(
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object context, int prevKeyFrameIndex, float prevPlayingTime, float frameTime)
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{
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var playingTime = prevPlayingTime + frameTime;
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var interpolateValue = playingTime / MaxTime;
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switch (InterpolateMode)
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{
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case AnimationInterpolationMode.Linear:
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ApplyProperty(InterpolateLinear(ColorsToCycle[(_colorIndex - 1) % ColorsToCycle.Count],
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ColorsToCycle[_colorIndex],
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interpolateValue));
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break;
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case AnimationInterpolationMode.Cubic:
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ApplyProperty(InterpolateCubic(ColorsToCycle[_colorIndex],
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ColorsToCycle[(_colorIndex + 1) % ColorsToCycle.Count],
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ColorsToCycle[(_colorIndex + 2) % ColorsToCycle.Count],
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ColorsToCycle[(_colorIndex + 3) % ColorsToCycle.Count],
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interpolateValue));
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break;
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default:
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case AnimationInterpolationMode.Nearest:
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ApplyProperty(ColorsToCycle[_colorIndex]);
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break;
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}
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return (-1, playingTime);
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(this, x => x.ID, "id", string.Empty);
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serializer.DataField(this, x => x.IsLooped, "isLooped", false);
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serializer.DataField(this, x => x.Enabled, "enabled", false);
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serializer.DataField(this, x => x.MinDuration, "minDuration", -1f);
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serializer.DataField(this, x => x.MaxDuration, "maxDuration", 2f);
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serializer.DataField(this, x => x.InterpolateMode, "interpolate", AnimationInterpolationMode.Linear);
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ColorsToCycle = serializer.ReadDataField("colors", new List<Color>());
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Property = "Color";
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if (ColorsToCycle.Count < 2)
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{
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throw new InvalidOperationException($"{nameof(ColorCycleBehaviour)} has less than 2 colors to cycle");
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}
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}
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}
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#endregion
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/// <summary>
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/// A component which applies a specific behaviour to a PointLightComponent on its owner.
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/// </summary>
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[RegisterComponent]
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public class LightBehaviourComponent : SharedLightBehaviourComponent
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{
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private const string KeyPrefix = nameof(LightBehaviourComponent);
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private class AnimationContainer
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{
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public AnimationContainer(int key, Animation animation, LightBehaviourAnimationTrack track)
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{
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Key = key;
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Animation = animation;
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LightBehaviour = track;
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}
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public string FullKey => KeyPrefix + Key;
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public int Key { get; set; }
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public Animation Animation { get; set; }
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public LightBehaviourAnimationTrack LightBehaviour { get; set; }
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}
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[ViewVariables(VVAccess.ReadOnly)]
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private List<AnimationContainer> _animations = new List<AnimationContainer>();
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private float _originalRadius = default;
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private float _originalEnergy = default;
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private Angle _originalRotation = default;
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private Color _originalColor = default;
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private bool _originalEnabled = default;
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private PointLightComponent _lightComponent = default;
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private AnimationPlayerComponent _animationPlayer = default;
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protected override void Startup()
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{
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base.Startup();
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CopyLightSettings();
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_animationPlayer = Owner.EnsureComponent<AnimationPlayerComponent>();
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_animationPlayer.AnimationCompleted += s => OnAnimationCompleted(s);
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foreach (var container in _animations)
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{
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container.LightBehaviour.Initialize(_lightComponent);
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}
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// we need to initialize all behaviours before starting any
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foreach (var container in _animations)
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{
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if (container.LightBehaviour.Enabled)
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{
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StartLightBehaviour(container.LightBehaviour.ID);
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}
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}
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}
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private void OnAnimationCompleted(string key)
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{
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var container = _animations.FirstOrDefault(x => x.FullKey == key);
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if (container.LightBehaviour.IsLooped)
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{
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container.LightBehaviour.UpdatePlaybackValues(container.Animation);
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_animationPlayer.Play(container.Animation, container.FullKey);
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}
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}
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/// <summary>
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/// If we disable all the light behaviours we want to be able to revert the light to its original state.
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/// </summary>
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private void CopyLightSettings()
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{
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if (Owner.TryGetComponent(out _lightComponent))
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{
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_originalColor = _lightComponent.Color;
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_originalEnabled = _lightComponent.Enabled;
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_originalEnergy = _lightComponent.Energy;
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_originalRadius = _lightComponent.Radius;
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_originalRotation = _lightComponent.Rotation;
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}
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else
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{
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Logger.Warning($"{Owner.Name} has a {nameof(LightBehaviourComponent)} but it has no {nameof(PointLightComponent)}! Check the prototype!");
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}
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}
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||||
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||||
/// <summary>
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/// Start animating a light behaviour with the specified ID. If the specified ID is empty, it will start animating all light behaviour entries.
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||||
/// If specified light behaviours are already animating, calling this does nothing.
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||||
/// Multiple light behaviours can have the same ID.
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||||
/// </summary>
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||||
public void StartLightBehaviour(string id = "")
|
||||
{
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||||
foreach (var container in _animations)
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||||
{
|
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if (container.LightBehaviour.ID == id || id == string.Empty)
|
||||
{
|
||||
if (!_animationPlayer.HasRunningAnimation(KeyPrefix + container.Key))
|
||||
{
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container.LightBehaviour.UpdatePlaybackValues(container.Animation);
|
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_animationPlayer.Play(container.Animation, KeyPrefix + container.Key);
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||||
}
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||||
}
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||||
}
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||||
}
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||||
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||||
/// <summary>
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||||
/// If any light behaviour with the specified ID is animating, then stop it.
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||||
/// If no ID is specified then all light behaviours will be stopped.
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||||
/// Multiple light behaviours can have the same ID.
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/// </summary>
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/// <param name="id"></param>
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||||
/// <param name="removeBehaviour">Should the behaviour(s) also be removed permanently?</param>
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||||
/// <param name="resetToOriginalSettings">Should the light have its original settings applied?</param>
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||||
public void StopLightBehaviour(string id = "", bool removeBehaviour = false, bool resetToOriginalSettings = false)
|
||||
{
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||||
var toRemove = new List<AnimationContainer>();
|
||||
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||||
foreach (var container in _animations)
|
||||
{
|
||||
if (container.LightBehaviour.ID == id || id == string.Empty)
|
||||
{
|
||||
if (_animationPlayer.HasRunningAnimation(KeyPrefix + container.Key))
|
||||
{
|
||||
_animationPlayer.Stop(KeyPrefix + container.Key);
|
||||
}
|
||||
|
||||
if (removeBehaviour)
|
||||
{
|
||||
toRemove.Add(container);
|
||||
}
|
||||
}
|
||||
}
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||||
|
||||
foreach (var container in toRemove)
|
||||
{
|
||||
_animations.Remove(container);
|
||||
}
|
||||
|
||||
if (resetToOriginalSettings)
|
||||
{
|
||||
_lightComponent.Color = _originalColor;
|
||||
_lightComponent.Enabled = _originalEnabled;
|
||||
_lightComponent.Energy = _originalEnergy;
|
||||
_lightComponent.Radius = _originalRadius;
|
||||
_lightComponent.Rotation = _originalRotation;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add a new light behaviour to the component and start it immediately unless otherwise specified.
|
||||
/// </summary>
|
||||
public void AddNewLightBehaviour(LightBehaviourAnimationTrack behaviour, bool playImmediately = true)
|
||||
{
|
||||
int key = 0;
|
||||
|
||||
while (_animations.Any(x => x.Key == key))
|
||||
{
|
||||
key++;
|
||||
}
|
||||
|
||||
var animation = new Animation()
|
||||
{
|
||||
AnimationTracks = { behaviour }
|
||||
};
|
||||
|
||||
behaviour.Initialize(_lightComponent);
|
||||
var container = new AnimationContainer(key, animation, behaviour);
|
||||
_animations.Add(container);
|
||||
|
||||
if (playImmediately)
|
||||
{
|
||||
StartLightBehaviour(behaviour.ID);
|
||||
}
|
||||
}
|
||||
|
||||
public override void ExposeData(ObjectSerializer serializer)
|
||||
{
|
||||
base.ExposeData(serializer);
|
||||
|
||||
var behaviours = serializer.ReadDataField("behaviours", new List<LightBehaviourAnimationTrack>());
|
||||
var key = 0;
|
||||
|
||||
foreach (LightBehaviourAnimationTrack behaviour in behaviours)
|
||||
{
|
||||
var animation = new Animation()
|
||||
{
|
||||
AnimationTracks = { behaviour }
|
||||
};
|
||||
|
||||
_animations.Add(new AnimationContainer(key, animation, behaviour));
|
||||
key++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user