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:
nuke
2020-09-03 16:02:40 -04:00
committed by GitHub
parent 7991a97ec2
commit c3630b7301
30 changed files with 1682 additions and 0 deletions

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using Content.Shared.GameObjects.Components;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using System;
namespace Content.Client.GameObjects.Components
{
[UsedImplicitly]
public class ExpendableLightVisualizer : AppearanceVisualizer
{
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
if (component.Deleted)
{
return;
}
if (component.TryGetData(ExpendableLightVisuals.State, out string lightBehaviourID))
{
if (component.Owner.TryGetComponent<LightBehaviourComponent>(out var lightBehaviour))
{
lightBehaviour.StopLightBehaviour();
if (lightBehaviourID != string.Empty)
{
lightBehaviour.StartLightBehaviour(lightBehaviourID);
}
else if (component.Owner.TryGetComponent<PointLightComponent>(out var light))
{
light.Enabled = false;
}
}
}
}
}
}

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using Content.Shared.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Client.GameObjects;
namespace Content.Client.GameObjects.Components.Interactable
{
/// <summary>
/// Component that represents a handheld expendable light which can be activated and eventually dies over time.
/// </summary>
[RegisterComponent]
public class ExpendableLightComponent : SharedExpendableLightComponent
{
}
}

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

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using Content.Server.GameObjects.Components.Items.Clothing;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Sound;
using Content.Shared.GameObjects.Components;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Verbs;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.EntitySystemMessages;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.ViewVariables;
using Robust.Shared.Audio;
namespace Content.Server.GameObjects.Components.Interactable
{
/// <summary>
/// Component that represents a handheld expendable light which can be activated and eventually dies over time.
/// </summary>
[RegisterComponent]
public class ExpendableLightComponent : SharedExpendableLightComponent, IUse
{
private static readonly AudioParams LoopedSoundParams = new AudioParams(0, 1, "Master", 62.5f, 1, AudioMixTarget.Stereo, true, 0.3f);
/// <summary>
/// Status of light, whether or not it is emitting light.
/// </summary>
[ViewVariables]
public bool Activated => CurrentState == ExpendableLightState.Lit || CurrentState == ExpendableLightState.Fading;
[ViewVariables]
private float _stateExpiryTime = default;
private AppearanceComponent _appearance = default;
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
{
return TryActivate();
}
public override void Initialize()
{
base.Initialize();
if (Owner.TryGetComponent<ItemComponent>(out var item))
{
item.EquippedPrefix = "off";
}
CurrentState = ExpendableLightState.BrandNew;
Owner.EnsureComponent<PointLightComponent>();
Owner.TryGetComponent(out _appearance);
}
/// <summary>
/// Enables the light if it is not active. Once active it cannot be turned off.
/// </summary>
private bool TryActivate()
{
if (!Activated)
{
if (Owner.TryGetComponent<ItemComponent>(out var item))
{
item.EquippedPrefix = "on";
}
CurrentState = ExpendableLightState.Lit;
_stateExpiryTime = GlowDuration;
UpdateSpriteAndSounds(Activated);
UpdateVisualizer();
return true;
}
return false;
}
private void UpdateVisualizer()
{
switch (CurrentState)
{
case ExpendableLightState.Lit:
_appearance.SetData(ExpendableLightVisuals.State, TurnOnBehaviourID);
break;
case ExpendableLightState.Fading:
_appearance.SetData(ExpendableLightVisuals.State, FadeOutBehaviourID);
break;
case ExpendableLightState.Dead:
_appearance.SetData(ExpendableLightVisuals.State, string.Empty);
break;
default:
break;
}
}
private void UpdateSpriteAndSounds(bool on)
{
if (Owner.TryGetComponent(out SpriteComponent sprite))
{
switch (CurrentState)
{
case ExpendableLightState.Lit:
if (LoopedSound != string.Empty && Owner.TryGetComponent<LoopingLoopingSoundComponent>(out var loopingSound))
{
loopingSound.Play(LoopedSound, LoopedSoundParams);
}
if (LitSound != string.Empty)
{
EntitySystem.Get<AudioSystem>().PlayFromEntity(LitSound, Owner);
}
sprite.LayerSetVisible(1, true);
sprite.LayerSetState(2, IconStateLit);
sprite.LayerSetShader(2, "unshaded");
break;
case ExpendableLightState.Fading:
break;
default:
case ExpendableLightState.Dead:
if (DieSound != string.Empty)
{
EntitySystem.Get<AudioSystem>().PlayFromEntity(DieSound, Owner);
}
if (LoopedSound != string.Empty && Owner.TryGetComponent<LoopingLoopingSoundComponent>(out var loopSound))
{
loopSound.StopAllSounds();
}
sprite.LayerSetVisible(1, false);
sprite.LayerSetState(2, IconStateSpent);
sprite.LayerSetShader(2, "shaded");
break;
}
}
if (Owner.TryGetComponent(out ClothingComponent clothing))
{
clothing.ClothingEquippedPrefix = on ? "Activated" : string.Empty;
}
}
public void Update(float frameTime)
{
if (!Activated) return;
_stateExpiryTime -= frameTime;
if (_stateExpiryTime <= 0f)
{
switch (CurrentState)
{
case ExpendableLightState.Lit:
CurrentState = ExpendableLightState.Fading;
_stateExpiryTime = FadeOutDuration;
UpdateVisualizer();
break;
default:
case ExpendableLightState.Fading:
CurrentState = ExpendableLightState.Dead;
Owner.Name = SpentName;
Owner.Description = SpentDesc;
UpdateSpriteAndSounds(Activated);
UpdateVisualizer();
if (Owner.TryGetComponent<ItemComponent>(out var item))
{
item.EquippedPrefix = "off";
}
break;
}
}
}
[Verb]
public sealed class ActivateVerb : Verb<ExpendableLightComponent>
{
protected override void GetData(IEntity user, ExpendableLightComponent component, VerbData data)
{
if (!ActionBlockerSystem.CanInteract(user))
{
data.Visibility = VerbVisibility.Invisible;
return;
}
if (component.CurrentState == ExpendableLightState.BrandNew)
{
data.Text = "Activate";
data.Visibility = VerbVisibility.Visible;
}
else
{
data.Visibility = VerbVisibility.Invisible;
}
}
protected override void Activate(IEntity user, ExpendableLightComponent component)
{
component.TryActivate();
}
}
}
}

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using Robust.Shared.GameObjects;
using Content.Shared.GameObjects.Components;
namespace Content.Server.GameObjects.Components
{
/// <summary>
/// A component which applies a specific behaviour to a PointLightComponent on its owner.
/// </summary>
[RegisterComponent]
public class LightBehaviourComponent : SharedLightBehaviourComponent
{
}
}

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using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
using Content.Server.GameObjects.Components.Interactable;
namespace Content.Server.GameObjects.EntitySystems
{
public class ExpendableLightSystem : EntitySystem
{
public override void Update(float frameTime)
{
foreach (var light in ComponentManager.EntityQuery<ExpendableLightComponent>())
{
light.Update(frameTime);
}
}
}
}

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using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components
{
[Serializable, NetSerializable]
public enum ExpendableLightVisuals
{
State
}
[Serializable, NetSerializable]
public enum ExpendableLightState
{
BrandNew,
Lit,
Fading,
Dead
}
public abstract class SharedExpendableLightComponent: Component
{
public sealed override string Name => "ExpendableLight";
[ViewVariables(VVAccess.ReadOnly)]
protected ExpendableLightState CurrentState { get; set; }
[ViewVariables]
protected string TurnOnBehaviourID { get; set; }
[ViewVariables]
protected string FadeOutBehaviourID { get; set; }
[ViewVariables]
protected float GlowDuration { get; set; }
[ViewVariables]
protected float FadeOutDuration { get; set; }
[ViewVariables]
protected string SpentDesc { get; set; }
[ViewVariables]
protected string SpentName { get; set; }
[ViewVariables]
protected string IconStateSpent { get; set; }
[ViewVariables]
protected string IconStateLit { get; set; }
[ViewVariables]
protected string LitSound { get; set; }
[ViewVariables]
protected string LoopedSound { get; set; }
[ViewVariables]
protected string DieSound { get; set; }
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, x => TurnOnBehaviourID, "turnOnBehaviourID", string.Empty);
serializer.DataField(this, x => FadeOutBehaviourID, "fadeOutBehaviourID", string.Empty);
serializer.DataField(this, x => GlowDuration, "glowDuration", 60 * 15f);
serializer.DataField(this, x => FadeOutDuration, "fadeOutDuration", 60 * 5f);
serializer.DataField(this, x => SpentName, "spentName", string.Empty);
serializer.DataField(this, x => SpentDesc, "spentDesc", string.Empty);
serializer.DataField(this, x => IconStateLit, "iconStateOn", string.Empty);
serializer.DataField(this, x => IconStateSpent, "iconStateSpent", string.Empty);
serializer.DataField(this, x => LitSound, "litSound", string.Empty);
serializer.DataField(this, x => LoopedSound, "loopedSound", string.Empty);
serializer.DataField(this, x => DieSound, "dieSound", string.Empty);
}
}
}

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using Robust.Shared.GameObjects;
namespace Content.Shared.GameObjects.Components
{
/// <summary>
/// A component which applies a specific behaviour to a PointLightComponent on its owner.
/// </summary>
public class SharedLightBehaviourComponent : Component
{
public override string Name => "LightBehaviour";
}
}

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- type: entity
name: emergency flare # todo: we need some sort of IgnitionSourceComponent we can add to this, so when it's lit it will cause fires when touching fuel
parent: BaseItem
id: FlareBase
description: A flare that produces a very bright light for a short while. Point the flame away from yourself.
components:
- type: ExpendableLight
spentName: spent flare
spentDesc: It looks like this flare has burnt out. What a bummer.
glowDuration: 400
fadeOutDuration: 4
iconStateOn: flare_unlit
iconStateSpent: flare_spent
turnOnBehaviourID: turn_on
fadeOutBehaviourID: fade_out
litSound: /Audio/Items/Flare/flare_on.ogg
loopedSound: /Audio/Items/Flare/flare_burn.ogg
- type: Sprite
sprite: Objects/Misc/flare.rsi
layers:
- state: flare_base
- state: flare_burn
color: "#FFFFFF"
visible: false
shader: unshaded
- state: flare_unlit
color: "#FF0000"
- type: Icon
sprite: Objects/Misc/flare.rsi
state: flare_spent
- type: Item
sprite: Objects/Misc/flare.rsi
color: "#FF0000"
HeldPrefix: off
- type: LoopingSound
- type: Appearance
visuals:
- type: ExpendableLightVisualizer
- type: PointLight
enabled: false
color: "#FF8080"
radius: 1.0
energy: 9.0
- type: LightBehaviour
behaviours:
- !type:RandomizeBehaviour # immediately make it bright and flickery
id: turn_on
interpolate: Nearest
minDuration: 0.02
maxDuration: 0.06
startValue: 6.0
endValue: 9.0
property: Energy
isLooped: true
- !type:FadeBehaviour # have the radius start small and get larger as it starts to burn
id: turn_on
interpolate: Linear
maxDuration: 8.0
startValue: 1.0
endValue: 6.0
property: Radius
- !type:RandomizeBehaviour # weaker flicker as it fades out
id: fade_out
interpolate: Nearest
minDuration: 0.02
maxDuration: 0.06
startValue: 4.0
endValue: 8.0
property: Energy
isLooped: true
- !type:FadeBehaviour # fade out radius as it burns out
id: fade_out
interpolate: Linear
maxDuration: 4.0
startValue: 6.0
endValue: 1.0
property: Radius

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- type: entity
name: green glowstick
parent: BaseItem
id: GlowstickBase
description: Useful for raves and emergencies.
components:
- type: ExpendableLight
spentName: spent green glowstick
spentDesc: It looks like this glowstick has stopped glowing. How tragic.
glowDuration: 900 # time in seconds
fadeOutDuration: 300
iconStateOn: glowstick_lit
iconStateSpent: glowstick_unlit
turnOnBehaviourID: turn_on
fadeOutBehaviourID: fade_out
litSound: /Audio/Items/Handcuffs/rope_breakout.ogg
- type: Sprite
sprite: Objects/Misc/glowstick.rsi
layers:
- state: glowstick_base
- state: glowstick_glow
color: "#00FF00"
visible: false
shader: unshaded
- state: glowstick_unlit
color: "#00FF00"
- type: Icon
sprite: Objects/Misc/glowstick.rsi
state: glowstick_unlit
- type: Item
sprite: Objects/Misc/glowstick.rsi
color: "#00FF00"
HeldPrefix: off
- type: Appearance
visuals:
- type: ExpendableLightVisualizer
- type: PointLight
enabled: false
color: "#00FF00"
radius: 5
energy: 0
- type: LightBehaviour
behaviours:
- !type:FadeBehaviour # slowly fade in once activated
id: turn_on
interpolate: Linear
maxDuration: 10.0
startValue: 0.0
endValue: 3.0
property: Energy
- !type:FadeBehaviour # fade out energy as it burns out
id: fade_out
interpolate: Linear
maxDuration: 10 # 300.0
startValue: 3.0
endValue: 0.2
property: Energy
- !type:FadeBehaviour # fade out radius as it burns out
id: fade_out
interpolate: Linear
maxDuration: 10 # 300.0
startValue: 5.0
endValue: 1.5
property: Radius
- type: entity
name: red glowstick
parent: GlowstickBase
id: GlowstickRed
components:
- type: ExpendableLight
spentName: spent red glowstick
spentDesc: It looks like this glowstick has stopped glowing. How tragic.
glowDuration: 900
fadeOutDuration: 300
iconStateOn: glowstick_lit
iconStateSpent: glowstick_unlit
turnOnBehaviourID: turn_on
fadeOutBehaviourID: fade_out
litSound: /Audio/Items/Handcuffs/rope_breakout.ogg
- type: Sprite
sprite: Objects/Misc/glowstick.rsi
layers:
- state: glowstick_base
- state: glowstick_glow
color: "#FF0000"
visible: false
shader: unshaded
- state: glowstick_unlit
color: "#FF0000"
- type: Item
sprite: Objects/Misc/glowstick.rsi
color: "#FF0000"
HeldPrefix: off
- type: PointLight
enabled: false
color: "#FF0000"
radius: 5
energy: 0
- type: entity
name: purple glowstick
parent: GlowstickBase
id: GlowstickPurple
components:
- type: ExpendableLight
spentName: spent purple glowstick
spentDesc: It looks like this glowstick has stopped glowing. How tragic.
glowDuration: 900
fadeOutDuration: 300
iconStateOn: glowstick_lit
iconStateSpent: glowstick_unlit
turnOnBehaviourID: turn_on
fadeOutBehaviourID: fade_out
litSound: /Audio/Items/Handcuffs/rope_breakout.ogg
- type: Sprite
sprite: Objects/Misc/glowstick.rsi
layers:
- state: glowstick_base
- state: glowstick_glow
color: "#FF00FF"
visible: false
shader: unshaded
- state: glowstick_unlit
color: "#FF00FF"
- type: Item
sprite: Objects/Misc/glowstick.rsi
color: "#FF00FF"
HeldPrefix: off
- type: PointLight
enabled: false
color: "#FF00FF"
radius: 5
energy: 0
- type: entity
name: yellow glowstick
parent: GlowstickBase
id: GlowstickYellow
components:
- type: ExpendableLight
spentName: spent yellow glowstick
spentDesc: It looks like this glowstick has stopped glowing. How tragic.
glowDuration: 900
fadeOutDuration: 300
iconStateOn: glowstick_lit
iconStateSpent: glowstick_unlit
turnOnBehaviourID: turn_on
fadeOutBehaviourID: fade_out
litSound: /Audio/Items/Handcuffs/rope_breakout.ogg
- type: Sprite
sprite: Objects/Misc/glowstick.rsi
layers:
- state: glowstick_base
- state: glowstick_glow
color: "#FFFF00"
visible: false
shader: unshaded
- state: glowstick_unlit
color: "#FFFF00"
- type: Item
sprite: Objects/Misc/glowstick.rsi
color: "#FFFF00"
HeldPrefix: off
- type: PointLight
enabled: false
color: "#FFFF00"
radius: 5
energy: 0
- type: entity
name: blue glowstick
parent: GlowstickBase
id: GlowstickBlue
components:
- type: ExpendableLight
spentName: spent blue glowstick
spentDesc: It looks like this glowstick has stopped glowing. How tragic.
glowDuration: 900
fadeOutDuration: 300
iconStateOn: glowstick_lit
iconStateSpent: glowstick_unlit
turnOnBehaviourID: turn_on
fadeOutBehaviourID: fade_out
litSound: /Audio/Items/Handcuffs/rope_breakout.ogg
- type: Sprite
sprite: Objects/Misc/glowstick.rsi
layers:
- state: glowstick_base
- state: glowstick_glow
color: "#0000FF"
visible: false
shader: unshaded
- state: glowstick_unlit
color: "#0000FF"
- type: Item
sprite: Objects/Misc/glowstick.rsi
color: "#0000FF"
HeldPrefix: off
- type: PointLight
enabled: false
color: "#0000FF"
radius: 5
energy: 0
# ----------------------------------------------------------------------------
# THE FOLLOWING ARE ALL DUMMY ENTITIES USED TO TEST THE LIGHT BEHAVIOUR SYSTEM
# ----------------------------------------------------------------------------
- type: entity
name: light pulse test
parent: BaseItem
id: LightBehaviourTest1
components:
- type: Sprite
sprite: Objects/Misc/glowstick.rsi
layers:
- state: glowstick_base
- state: glowstick_unlit
shader: unshaded
color: "#FF0000"
- type: Item
sprite: Objects/Misc/glowstick.rsi
HeldPrefix: off
- type: Icon
sprite: Objects/Misc/glowstick.rsi
state: glowstick_unlit
- type: PointLight
enabled: true
color: "#FF0000"
radius: 5
- type: LightBehaviour
behaviours:
- !type:PulseBehaviour
interpolate: Cubic
maxDuration: 10.0
minValue: 1.0
maxValue: 7.0
isLooped: true
property: Energy
enabled: true
- type: entity
name: color cycle test
parent: BaseItem
id: LightBehaviourTest2
components:
- type: Sprite
sprite: Objects/Misc/glowstick.rsi
layers:
- state: glowstick_base
- state: glowstick_unlit
shader: unshaded
color: "#FF0000"
- type: Item
sprite: Objects/Misc/glowstick.rsi
HeldPrefix: off
- type: Icon
sprite: Objects/Misc/glowstick.rsi
state: glowstick_unlit
- type: PointLight
enabled: true
color: "#FF0000"
radius: 5
- type: LightBehaviour
behaviours:
- !type:ColorCycleBehaviour
interpolate: Nearest
maxDuration: 0.8
isLooped: true
enabled: true
colors:
- red
- blue
- green
- type: entity
name: multi-behaviour light test
parent: BaseItem
id: LightBehaviourTest3
components:
- type: Sprite
sprite: Objects/Misc/glowstick.rsi
layers:
- state: glowstick_base
- state: glowstick_unlit
shader: unshaded
color: "#FF0000"
- type: Item
sprite: Objects/Misc/glowstick.rsi
HeldPrefix: off
- type: Icon
sprite: Objects/Misc/glowstick.rsi
state: glowstick_unlit
- type: PointLight
enabled: false
color: "#FF0000"
radius: 5
- type: LightBehaviour
behaviours:
- !type:PulseBehaviour
interpolate: Nearest
minDuration: 0.2
maxDuration: 1.0
maxValue: 0.2
property: Enabled
isLooped: true
enabled: true
- !type:ColorCycleBehaviour
interpolate: Cubic
maxDuration: 0.8
isLooped: true
enabled: true
colors:
- red
- blue
- green
- type: entity
name: light fade in test
parent: BaseItem
id: LightBehaviourTest4
components:
- type: Sprite
sprite: Objects/Misc/glowstick.rsi
layers:
- state: glowstick_base
- state: glowstick_unlit
shader: unshaded
color: "#FF0000"
- type: Item
sprite: Objects/Misc/glowstick.rsi
HeldPrefix: off
- type: Icon
sprite: Objects/Misc/glowstick.rsi
state: glowstick_unlit
- type: PointLight
enabled: false
color: "#FF0000"
radius: 5
- type: LightBehaviour
behaviours:
- !type:FadeBehaviour
interpolate: Cubic
maxDuration: 5.0
minValue: 0.0
maxValue: 10.0
isLooped: true
property: Energy
enabled: true
- type: entity
name: light pulse radius test
parent: BaseItem
id: LightBehaviourTest5
components:
- type: Sprite
sprite: Objects/Misc/glowstick.rsi
layers:
- state: glowstick_base
- state: glowstick_unlit
shader: unshaded
color: "#FF0000"
- type: Item
sprite: Objects/Misc/glowstick.rsi
HeldPrefix: off
- type: Icon
sprite: Objects/Misc/glowstick.rsi
state: glowstick_unlit
- type: PointLight
enabled: false
color: "#FF0000"
radius: 5
- type: LightBehaviour
behaviours:
- !type:PulseBehaviour
interpolate: Cubic
minDuration: 1.0
maxDuration: 5.0
minValue: 2.0
maxValue: 10.0
isLooped: true
property: Radius
enabled: true
- type: entity
name: light randomize radius test
parent: BaseItem
id: LightBehaviourTest6
components:
- type: Sprite
sprite: Objects/Misc/glowstick.rsi
layers:
- state: glowstick_base
- state: glowstick_unlit
shader: unshaded
color: "#FF0000"
- type: Item
sprite: Objects/Misc/glowstick.rsi
HeldPrefix: off
- type: Icon
sprite: Objects/Misc/glowstick.rsi
state: glowstick_unlit
- type: PointLight
enabled: false
color: "#FF0000"
radius: 5
energy: 10
- type: LightBehaviour
behaviours:
- !type:RandomizeBehaviour
interpolate: Nearest
maxDuration: 0.5
minValue: 10.0
maxValue: 25.0
isLooped: true
property: Radius
enabled: true

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{
"version": 1,
"size": {
"x": 32,
"y": 32
},
"license": "CC-BY-SA-3.0",
"copyright": "Sprites created by https://github.com/nuke-makes-games",
"states":
[
{
"name": "off-inhand-left",
"directions": 4,
"delays": [
[
1.0
],
[
1.0
],
[
1.0
],
[
1.0
]
]
},
{
"name": "off-inhand-right",
"directions": 4,
"delays": [
[
1.0
],
[
1.0
],
[
1.0
],
[
1.0
]
]
},
{
"name": "on-inhand-left",
"directions": 4,
"delays": [
[
1.0
],
[
1.0
],
[
1.0
],
[
1.0
]
]
},
{
"name": "on-inhand-right",
"directions": 4,
"delays": [
[
1.0
],
[
1.0
],
[
1.0
],
[
1.0
]
]
},
{
"name": "flare_burn",
"select": [],
"flags": {},
"directions": 1,
"delays": [
[
0.05,
0.05,
0.05,
0.05
]
]
},
{
"name": "flare_spent",
"directions": 1,
"delays": [
[
1.0
]
]
},
{
"name": "flare_base",
"directions": 1,
"delays": [
[
1.0
]
]
},
{
"name": "flare_unlit",
"directions": 1,
"delays": [
[
1.0
]
]
}
]
}

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{
"version": 1,
"size": {
"x": 32,
"y": 32
},
"license": "CC-BY-SA-3.0",
"copyright": "Sprites created by https://github.com/nuke-makes-games",
"states":
[
{
"name": "off-inhand-left",
"directions": 4,
"delays": [
[
1.0
],
[
1.0
],
[
1.0
],
[
1.0
]
]
},
{
"name": "off-inhand-right",
"directions": 4,
"delays": [
[
1.0
],
[
1.0
],
[
1.0
],
[
1.0
]
]
},
{
"name": "on-inhand-left",
"directions": 4,
"delays": [
[
1.0
],
[
1.0
],
[
1.0
],
[
1.0
]
]
},
{
"name": "on-inhand-right",
"directions": 4,
"delays": [
[
1.0
],
[
1.0
],
[
1.0
],
[
1.0
]
]
},
{
"name": "glowstick_base",
"directions": 1,
"delays": [
[
1.0
]
]
},
{
"name": "glowstick_lit",
"directions": 1,
"delays": [
[
1.0
]
]
},
{
"name": "glowstick_glow",
"directions": 1,
"delays": [
[
1.0
]
]
},
{
"name": "glowstick_unlit",
"directions": 1,
"delays": [
[
1.0
]
]
}
]
}

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