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:
SoulSloth
2020-08-24 06:32:18 -04:00
committed by GitHub
parent 769a371be6
commit df823d2245
9 changed files with 243 additions and 80 deletions

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@@ -0,0 +1,119 @@
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;
namespace Content.Client.GameObjects.Components
{
[UsedImplicitly]
public class FlashLightVisualizer : AppearanceVisualizer
{
private readonly Animation _radiatingLightAnimation = new Animation
{
Length = TimeSpan.FromSeconds(1),
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, 0.5f),
new AnimationTrackProperty.KeyFrame(3.0f, 1)
}
}
}
};
private readonly Animation _blinkingLightAnimation = new Animation
{
Length = TimeSpan.FromSeconds(1),
AnimationTracks =
{
new AnimationTrackComponentProperty()
{
ComponentType = typeof(PointLightComponent),
//To create the blinking effect we go from nearly zero radius, to the light radius, and back
//We do this instead of messing with the `PointLightComponent.enabled` because we don't want the animation to affect component behavior
InterpolationMode = AnimationInterpolationMode.Nearest,
Property = nameof(PointLightComponent.Radius),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(0.1f, 0),
new AnimationTrackProperty.KeyFrame(2f, 0.5f),
new AnimationTrackProperty.KeyFrame(0.1f, 1)
}
}
}
};
private Action<string> _radiatingCallback;
private Action<string> _blinkingCallback;
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
if (component.Deleted)
{
return;
}
if (component.TryGetData(HandheldLightVisuals.Power,
out HandheldLightPowerStates state))
{
PlayAnimation(component, state);
}
}
private void PlayAnimation(AppearanceComponent component, HandheldLightPowerStates state)
{
component.Owner.EnsureComponent(out AnimationPlayerComponent animationPlayer);
switch (state)
{
case HandheldLightPowerStates.LowPower:
if (!animationPlayer.HasRunningAnimation("radiatingLight"))
{
animationPlayer.Play(_radiatingLightAnimation, "radiatingLight");
_radiatingCallback = (s) => animationPlayer.Play(_radiatingLightAnimation, s);
animationPlayer.AnimationCompleted += _radiatingCallback;
}
break;
case HandheldLightPowerStates.Dying:
animationPlayer.Stop("radiatingLight");
animationPlayer.AnimationCompleted -= _radiatingCallback;
if (!animationPlayer.HasRunningAnimation("blinkingLight"))
{
animationPlayer.Play(_blinkingLightAnimation, "blinkingLight");
_blinkingCallback = (s) => animationPlayer.Play(_blinkingLightAnimation, s);
animationPlayer.AnimationCompleted += _blinkingCallback;
}
break;
case HandheldLightPowerStates.FullPower:
if (animationPlayer.HasRunningAnimation("blinkingLight"))
{
animationPlayer.Stop("blinkingLight");
animationPlayer.AnimationCompleted -= _blinkingCallback;
}
if (animationPlayer.HasRunningAnimation("radiatingLight"))
{
animationPlayer.Stop("radiatingLight");
animationPlayer.AnimationCompleted -= _radiatingCallback;
}
break;
}
}
}
}

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@@ -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);
}
}
}

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@@ -1,45 +0,0 @@
using System;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Client.GameObjects.Components.Animations;
using Robust.Shared.Animations;
using Robust.Shared.GameObjects;
namespace Content.Client.GameObjects.Components
{
[RegisterComponent]
public class RadiatingLightComponent : Component
{
public override string Name => "RadiatingLight";
protected override void Startup()
{
base.Startup();
var animation = new Animation
{
Length = TimeSpan.FromSeconds(4),
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),
new AnimationTrackProperty.KeyFrame(3.0f, 2)
}
}
}
};
var playerComponent = Owner.EnsureComponent<AnimationPlayerComponent>();
playerComponent.Play(animation, "emergency");
playerComponent.AnimationCompleted += s => playerComponent.Play(animation, s);
}
}
}

View File

@@ -2,7 +2,6 @@
using Content.Server.Interfaces;
using Content.Shared.Chemistry;
using Content.Shared.GameObjects.Components;
using Content.Shared.GameObjects.Components.Pointing;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.EntitySystems;

View File

@@ -28,7 +28,8 @@ namespace Content.Server.GameObjects.Components.Interactable
/// Component that represents a handheld lightsource which can be toggled on and off.
/// </summary>
[RegisterComponent]
internal sealed class HandheldLightComponent : SharedHandheldLightComponent, IUse, IExamine, IInteractUsing, IMapInit
internal sealed class HandheldLightComponent : SharedHandheldLightComponent, IUse, IExamine, IInteractUsing,
IMapInit
{
[Dependency] private readonly ISharedNotifyManager _notifyManager = default!;
@@ -41,10 +42,13 @@ namespace Content.Server.GameObjects.Components.Interactable
get
{
if (_cellContainer.ContainedEntity == null) return null;
_cellContainer.ContainedEntity.TryGetComponent(out BatteryComponent? cell);
if (_cellContainer.ContainedEntity.TryGetComponent(out BatteryComponent? cell))
{
return cell;
}
return null;
}
}
/// <summary>
@@ -134,7 +138,6 @@ namespace Content.Server.GameObjects.Components.Interactable
Activated = false;
EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Items/flashlight_toggle.ogg", Owner);
}
private void TurnOn(IEntity user)
@@ -147,7 +150,6 @@ namespace Content.Server.GameObjects.Components.Interactable
var cell = Cell;
if (cell == null)
{
EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Machines/button.ogg", Owner);
_notifyManager.PopupMessage(Owner, user, Loc.GetString("Cell missing..."));
@@ -168,7 +170,6 @@ namespace Content.Server.GameObjects.Components.Interactable
SetState(true);
EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Items/flashlight_toggle.ogg", Owner);
}
private void SetState(bool on)
@@ -191,10 +192,24 @@ namespace Content.Server.GameObjects.Components.Interactable
public void OnUpdate(float frameTime)
{
if (!Activated) return;
if (!Activated || Cell == null) return;
var cell = Cell;
if (cell == null || !cell.TryUseCharge(Wattage * frameTime)) TurnOff();
var appearanceComponent = Owner.GetComponent<AppearanceComponent>();
if (Cell.MaxCharge - Cell.CurrentCharge < Cell.MaxCharge * 0.70)
{
appearanceComponent.SetData(HandheldLightVisuals.Power, HandheldLightPowerStates.FullPower);
}
else if (Cell.MaxCharge - Cell.CurrentCharge < Cell.MaxCharge * 0.90)
{
appearanceComponent.SetData(HandheldLightVisuals.Power, HandheldLightPowerStates.LowPower);
}
else
{
appearanceComponent.SetData(HandheldLightVisuals.Power, HandheldLightPowerStates.Dying);
}
if (Cell == null || !Cell.TryUseCharge(Wattage * frameTime)) TurnOff();
Dirty();
}
@@ -226,7 +241,6 @@ namespace Content.Server.GameObjects.Components.Interactable
}
EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Items/pistol_magout.ogg", Owner);
}
public override ComponentState GetComponentState()

View File

@@ -11,16 +11,15 @@ namespace Content.Server.GameObjects.Components.Power
{
public override string Name => "Battery";
[ViewVariables(VVAccess.ReadWrite)]
public int MaxCharge { get => _maxCharge; set => SetMaxCharge(value); }
[ViewVariables(VVAccess.ReadWrite)] public int MaxCharge { get => _maxCharge; set => SetMaxCharge(value); }
private int _maxCharge;
[ViewVariables(VVAccess.ReadWrite)]
public float CurrentCharge { get => _currentCharge; set => SetCurrentCharge(value); }
private float _currentCharge;
[ViewVariables]
public BatteryState BatteryState { get; private set; }
[ViewVariables] public BatteryState BatteryState { get; private set; }
public override void ExposeData(ObjectSerializer serializer)
{
@@ -93,7 +92,7 @@ namespace Content.Server.GameObjects.Components.Power
private void SetMaxCharge(int newMax)
{
_maxCharge = Math.Max(newMax, 0);
_currentCharge = Math.Min( _currentCharge, MaxCharge);
_currentCharge = Math.Min(_currentCharge, MaxCharge);
UpdateStorageState();
OnChargeChanged();
}

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@@ -25,4 +25,20 @@ namespace Content.Shared.GameObjects.Components
public bool HasCell { get; }
}
}
[Serializable, NetSerializable]
public enum HandheldLightVisuals
{
Power
}
[Serializable, NetSerializable]
public enum HandheldLightPowerStates
{
FullPower,
LowPower,
Dying,
}
}

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@@ -22,3 +22,6 @@
enabled: false
radius: 3
- type: LoopingSound
- type: Appearance
visuals:
- type: FlashLightVisualizer

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@@ -23,5 +23,7 @@
radius: 3
energy: 2.5
color: "#FFC458"
- type: RadiatingLight
- type: LoopingSound
- type: Appearance
visuals:
- type: LanternVisualizer