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:
119
Content.Client/GameObjects/Components/FlashLightVisualizer.cs
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119
Content.Client/GameObjects/Components/FlashLightVisualizer.cs
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@@ -0,0 +1,119 @@
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using System;
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using Content.Shared.GameObjects.Components;
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using JetBrains.Annotations;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Client.GameObjects.Components.Animations;
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using Robust.Shared.Animations;
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using Robust.Shared.GameObjects;
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namespace Content.Client.GameObjects.Components
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{
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[UsedImplicitly]
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public class FlashLightVisualizer : AppearanceVisualizer
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{
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private readonly Animation _radiatingLightAnimation = new Animation
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{
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Length = TimeSpan.FromSeconds(1),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty
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{
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ComponentType = typeof(PointLightComponent),
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InterpolationMode = AnimationInterpolationMode.Linear,
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Property = nameof(PointLightComponent.Radius),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(3.0f, 0),
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new AnimationTrackProperty.KeyFrame(2.0f, 0.5f),
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new AnimationTrackProperty.KeyFrame(3.0f, 1)
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}
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}
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}
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};
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private readonly Animation _blinkingLightAnimation = new Animation
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{
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Length = TimeSpan.FromSeconds(1),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty()
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{
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ComponentType = typeof(PointLightComponent),
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//To create the blinking effect we go from nearly zero radius, to the light radius, and back
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//We do this instead of messing with the `PointLightComponent.enabled` because we don't want the animation to affect component behavior
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InterpolationMode = AnimationInterpolationMode.Nearest,
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Property = nameof(PointLightComponent.Radius),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(0.1f, 0),
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new AnimationTrackProperty.KeyFrame(2f, 0.5f),
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new AnimationTrackProperty.KeyFrame(0.1f, 1)
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}
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}
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}
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};
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private Action<string> _radiatingCallback;
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private Action<string> _blinkingCallback;
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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if (component.Deleted)
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{
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return;
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}
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if (component.TryGetData(HandheldLightVisuals.Power,
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out HandheldLightPowerStates state))
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{
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PlayAnimation(component, state);
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}
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}
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private void PlayAnimation(AppearanceComponent component, HandheldLightPowerStates state)
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{
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component.Owner.EnsureComponent(out AnimationPlayerComponent animationPlayer);
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switch (state)
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{
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case HandheldLightPowerStates.LowPower:
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if (!animationPlayer.HasRunningAnimation("radiatingLight"))
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{
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animationPlayer.Play(_radiatingLightAnimation, "radiatingLight");
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_radiatingCallback = (s) => animationPlayer.Play(_radiatingLightAnimation, s);
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animationPlayer.AnimationCompleted += _radiatingCallback;
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}
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break;
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case HandheldLightPowerStates.Dying:
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animationPlayer.Stop("radiatingLight");
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animationPlayer.AnimationCompleted -= _radiatingCallback;
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if (!animationPlayer.HasRunningAnimation("blinkingLight"))
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{
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animationPlayer.Play(_blinkingLightAnimation, "blinkingLight");
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_blinkingCallback = (s) => animationPlayer.Play(_blinkingLightAnimation, s);
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animationPlayer.AnimationCompleted += _blinkingCallback;
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}
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break;
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case HandheldLightPowerStates.FullPower:
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if (animationPlayer.HasRunningAnimation("blinkingLight"))
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{
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animationPlayer.Stop("blinkingLight");
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animationPlayer.AnimationCompleted -= _blinkingCallback;
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}
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if (animationPlayer.HasRunningAnimation("radiatingLight"))
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{
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animationPlayer.Stop("radiatingLight");
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animationPlayer.AnimationCompleted -= _radiatingCallback;
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}
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break;
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}
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}
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}
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}
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56
Content.Client/GameObjects/Components/LanternVisualizer.cs
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56
Content.Client/GameObjects/Components/LanternVisualizer.cs
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@@ -0,0 +1,56 @@
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using System;
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using Content.Shared.GameObjects.Components;
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using JetBrains.Annotations;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Client.GameObjects.Components.Animations;
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using Robust.Shared.Animations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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namespace Content.Client.GameObjects.Components
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{
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[UsedImplicitly]
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public class LanternVisualizer : AppearanceVisualizer
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{
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private readonly Animation _radiatingLightAnimation = new Animation
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{
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Length = TimeSpan.FromSeconds(5),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty
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{
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ComponentType = typeof(PointLightComponent),
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InterpolationMode = AnimationInterpolationMode.Linear,
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Property = nameof(PointLightComponent.Radius),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(3.0f, 0),
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new AnimationTrackProperty.KeyFrame(2.0f, 1.5f),
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new AnimationTrackProperty.KeyFrame(3.0f, 3f)
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}
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}
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}
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};
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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if (component.Deleted)
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{
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return;
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}
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PlayAnimation(component);
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}
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private void PlayAnimation(AppearanceComponent component)
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{
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component.Owner.EnsureComponent(out AnimationPlayerComponent animationPlayer);
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if (animationPlayer.HasRunningAnimation("radiatingLight")) return;
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animationPlayer.Play(_radiatingLightAnimation, "radiatingLight");
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animationPlayer.AnimationCompleted += s => animationPlayer.Play(_radiatingLightAnimation, s);
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}
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}
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}
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@@ -1,45 +0,0 @@
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using System;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Client.GameObjects.Components.Animations;
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using Robust.Shared.Animations;
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using Robust.Shared.GameObjects;
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namespace Content.Client.GameObjects.Components
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{
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[RegisterComponent]
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public class RadiatingLightComponent : Component
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{
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public override string Name => "RadiatingLight";
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protected override void Startup()
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{
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base.Startup();
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var animation = new Animation
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{
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Length = TimeSpan.FromSeconds(4),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty
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{
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ComponentType = typeof(PointLightComponent),
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InterpolationMode = AnimationInterpolationMode.Linear,
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Property = nameof(PointLightComponent.Radius),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(3.0f, 0),
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new AnimationTrackProperty.KeyFrame(2.0f, 1),
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new AnimationTrackProperty.KeyFrame(3.0f, 2)
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}
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}
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}
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};
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var playerComponent = Owner.EnsureComponent<AnimationPlayerComponent>();
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playerComponent.Play(animation, "emergency");
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playerComponent.AnimationCompleted += s => playerComponent.Play(animation, s);
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}
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}
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}
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@@ -2,7 +2,6 @@
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using Content.Server.Interfaces;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.GameObjects.Components.Pointing;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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@@ -28,7 +28,8 @@ namespace Content.Server.GameObjects.Components.Interactable
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/// Component that represents a handheld lightsource which can be toggled on and off.
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/// </summary>
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[RegisterComponent]
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internal sealed class HandheldLightComponent : SharedHandheldLightComponent, IUse, IExamine, IInteractUsing, IMapInit
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internal sealed class HandheldLightComponent : SharedHandheldLightComponent, IUse, IExamine, IInteractUsing,
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IMapInit
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{
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[Dependency] private readonly ISharedNotifyManager _notifyManager = default!;
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@@ -41,10 +42,13 @@ namespace Content.Server.GameObjects.Components.Interactable
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get
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{
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if (_cellContainer.ContainedEntity == null) return null;
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_cellContainer.ContainedEntity.TryGetComponent(out BatteryComponent? cell);
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if (_cellContainer.ContainedEntity.TryGetComponent(out BatteryComponent? cell))
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{
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return cell;
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}
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return null;
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}
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}
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/// <summary>
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@@ -134,7 +138,6 @@ namespace Content.Server.GameObjects.Components.Interactable
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Activated = false;
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EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Items/flashlight_toggle.ogg", Owner);
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}
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private void TurnOn(IEntity user)
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@@ -147,7 +150,6 @@ namespace Content.Server.GameObjects.Components.Interactable
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var cell = Cell;
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if (cell == null)
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{
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EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Machines/button.ogg", Owner);
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_notifyManager.PopupMessage(Owner, user, Loc.GetString("Cell missing..."));
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@@ -168,7 +170,6 @@ namespace Content.Server.GameObjects.Components.Interactable
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SetState(true);
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EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Items/flashlight_toggle.ogg", Owner);
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}
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private void SetState(bool on)
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@@ -191,10 +192,24 @@ namespace Content.Server.GameObjects.Components.Interactable
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public void OnUpdate(float frameTime)
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{
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if (!Activated) return;
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if (!Activated || Cell == null) return;
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var cell = Cell;
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if (cell == null || !cell.TryUseCharge(Wattage * frameTime)) TurnOff();
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var appearanceComponent = Owner.GetComponent<AppearanceComponent>();
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if (Cell.MaxCharge - Cell.CurrentCharge < Cell.MaxCharge * 0.70)
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{
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appearanceComponent.SetData(HandheldLightVisuals.Power, HandheldLightPowerStates.FullPower);
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}
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else if (Cell.MaxCharge - Cell.CurrentCharge < Cell.MaxCharge * 0.90)
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{
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appearanceComponent.SetData(HandheldLightVisuals.Power, HandheldLightPowerStates.LowPower);
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}
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else
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{
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appearanceComponent.SetData(HandheldLightVisuals.Power, HandheldLightPowerStates.Dying);
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}
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if (Cell == null || !Cell.TryUseCharge(Wattage * frameTime)) TurnOff();
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Dirty();
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}
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@@ -226,7 +241,6 @@ namespace Content.Server.GameObjects.Components.Interactable
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}
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EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Items/pistol_magout.ogg", Owner);
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}
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public override ComponentState GetComponentState()
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@@ -11,16 +11,15 @@ namespace Content.Server.GameObjects.Components.Power
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{
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public override string Name => "Battery";
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[ViewVariables(VVAccess.ReadWrite)]
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public int MaxCharge { get => _maxCharge; set => SetMaxCharge(value); }
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[ViewVariables(VVAccess.ReadWrite)] public int MaxCharge { get => _maxCharge; set => SetMaxCharge(value); }
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private int _maxCharge;
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[ViewVariables(VVAccess.ReadWrite)]
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public float CurrentCharge { get => _currentCharge; set => SetCurrentCharge(value); }
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private float _currentCharge;
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[ViewVariables]
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public BatteryState BatteryState { get; private set; }
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[ViewVariables] public BatteryState BatteryState { get; private set; }
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public override void ExposeData(ObjectSerializer serializer)
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{
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@@ -93,7 +92,7 @@ namespace Content.Server.GameObjects.Components.Power
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private void SetMaxCharge(int newMax)
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{
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_maxCharge = Math.Max(newMax, 0);
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_currentCharge = Math.Min( _currentCharge, MaxCharge);
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_currentCharge = Math.Min(_currentCharge, MaxCharge);
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UpdateStorageState();
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OnChargeChanged();
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}
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@@ -25,4 +25,20 @@ namespace Content.Shared.GameObjects.Components
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public bool HasCell { get; }
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}
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}
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[Serializable, NetSerializable]
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public enum HandheldLightVisuals
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{
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Power
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}
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[Serializable, NetSerializable]
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public enum HandheldLightPowerStates
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{
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FullPower,
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LowPower,
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Dying,
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}
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}
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@@ -22,3 +22,6 @@
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enabled: false
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radius: 3
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- type: LoopingSound
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- type: Appearance
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visuals:
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- type: FlashLightVisualizer
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@@ -23,5 +23,7 @@
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radius: 3
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energy: 2.5
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color: "#FFC458"
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- type: RadiatingLight
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- type: LoopingSound
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- type: Appearance
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visuals:
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- type: LanternVisualizer
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Block a user