Add Flashlight Visualizer/states (#1861)
* Add art assets for cloning * Added a 'Scan DNA' button to the medical scanner * Made the UI update unconditional for the medical scanner until checks for power changes are in place * Update Medical scanner to reflect powered status and fix #1774 * added a 'scan dna' button the the medical scanner that will add the contained bodies Uid to a list in CloningSystem, fixed an issue with the menu not populating if the scanner starts in an unpowered state * Add disabling logic to 'Scan DNA' button on medical scanner * Removed un-used libraries * Added playing parameter to radiatingLightComponent, changed it's animation key to radiatingLight * refactored RadiatingLight into a visualizer * Added different light animations for differnt power states of a flashlight * split out the radiating light visualizer into two seperate visualizers * further refactored and tweaked handheldlight animations * further lantern light tweaks * removed un-used attributes in flashlight and lantern prototypes * fix null check in handheldlightcomponent
This commit is contained in:
56
Content.Client/GameObjects/Components/LanternVisualizer.cs
Normal file
56
Content.Client/GameObjects/Components/LanternVisualizer.cs
Normal file
@@ -0,0 +1,56 @@
|
||||
using System;
|
||||
using Content.Shared.GameObjects.Components;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Client.Animations;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Client.GameObjects.Components.Animations;
|
||||
using Robust.Shared.Animations;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Utility;
|
||||
using YamlDotNet.RepresentationModel;
|
||||
|
||||
namespace Content.Client.GameObjects.Components
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public class LanternVisualizer : AppearanceVisualizer
|
||||
{
|
||||
private readonly Animation _radiatingLightAnimation = new Animation
|
||||
{
|
||||
Length = TimeSpan.FromSeconds(5),
|
||||
AnimationTracks =
|
||||
{
|
||||
new AnimationTrackComponentProperty
|
||||
{
|
||||
ComponentType = typeof(PointLightComponent),
|
||||
InterpolationMode = AnimationInterpolationMode.Linear,
|
||||
Property = nameof(PointLightComponent.Radius),
|
||||
KeyFrames =
|
||||
{
|
||||
new AnimationTrackProperty.KeyFrame(3.0f, 0),
|
||||
new AnimationTrackProperty.KeyFrame(2.0f, 1.5f),
|
||||
new AnimationTrackProperty.KeyFrame(3.0f, 3f)
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
public override void OnChangeData(AppearanceComponent component)
|
||||
{
|
||||
base.OnChangeData(component);
|
||||
if (component.Deleted)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
PlayAnimation(component);
|
||||
}
|
||||
|
||||
private void PlayAnimation(AppearanceComponent component)
|
||||
{
|
||||
component.Owner.EnsureComponent(out AnimationPlayerComponent animationPlayer);
|
||||
if (animationPlayer.HasRunningAnimation("radiatingLight")) return;
|
||||
animationPlayer.Play(_radiatingLightAnimation, "radiatingLight");
|
||||
animationPlayer.AnimationCompleted += s => animationPlayer.Play(_radiatingLightAnimation, s);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user