Resolves RadiationCollectorVisualizer is Obsolete (#13905)
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@@ -0,0 +1,109 @@
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using System;
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using Content.Shared.Singularity.Components;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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namespace Content.Client.Singularity.Visualizers;
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public sealed class RadiationCollectorSystem : VisualizerSystem<RadiationCollectorComponent>
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RadiationCollectorComponent, ComponentInit>(OnComponentInit);
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SubscribeLocalEvent<RadiationCollectorComponent, AnimationCompletedEvent>(OnAnimationCompleted);
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}
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private void OnComponentInit(EntityUid uid, RadiationCollectorComponent comp, ComponentInit args)
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{
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comp.ActivateAnimation = new Animation {
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Length = TimeSpan.FromSeconds(0.8f),
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AnimationTracks = {
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new AnimationTrackSpriteFlick() {
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LayerKey = RadiationCollectorVisualLayers.Main,
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KeyFrames = {new AnimationTrackSpriteFlick.KeyFrame(comp.ActivatingState, 0f)}
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}, // TODO: Make this play a sound when activating a radiation collector.
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}
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};
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comp.DeactiveAnimation = new Animation {
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Length = TimeSpan.FromSeconds(0.8f),
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AnimationTracks = {
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new AnimationTrackSpriteFlick() {
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LayerKey = RadiationCollectorVisualLayers.Main,
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KeyFrames = {new AnimationTrackSpriteFlick.KeyFrame(comp.DeactivatingState, 0f)}
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}, // TODO: Make this play a sound when deactivating a radiation collector.
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}
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};
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}
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private void UpdateVisuals(EntityUid uid, RadiationCollectorVisualState state, RadiationCollectorComponent comp, SpriteComponent sprite, AnimationPlayerComponent? animPlayer = null)
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{
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if (state == comp.CurrentState)
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return;
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if (!Resolve(uid, ref animPlayer))
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return;
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if (AnimationSystem.HasRunningAnimation(uid, animPlayer, RadiationCollectorComponent.AnimationKey))
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return;
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var targetState = (RadiationCollectorVisualState) (state & RadiationCollectorVisualState.Active);
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var destinationState = (RadiationCollectorVisualState) (comp.CurrentState & RadiationCollectorVisualState.Active);
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if (targetState != destinationState) // If where we're going is not where we want to be then we must go there next.
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targetState = (RadiationCollectorVisualState) (targetState | RadiationCollectorVisualState.Deactivating); // Convert to transition state.
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comp.CurrentState = state;
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switch (targetState)
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{
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case RadiationCollectorVisualState.Activating:
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AnimationSystem.Play(uid, animPlayer, comp.ActivateAnimation, RadiationCollectorComponent.AnimationKey);
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break;
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case RadiationCollectorVisualState.Deactivating:
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AnimationSystem.Play(uid, animPlayer, comp.DeactiveAnimation, RadiationCollectorComponent.AnimationKey);
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break;
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case RadiationCollectorVisualState.Active:
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sprite.LayerSetState(RadiationCollectorVisualLayers.Main, comp.ActiveState);
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break;
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case RadiationCollectorVisualState.Deactive:
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sprite.LayerSetState(RadiationCollectorVisualLayers.Main, comp.InactiveState);
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break;
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}
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}
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private void OnAnimationCompleted(EntityUid uid, RadiationCollectorComponent comp, AnimationCompletedEvent args)
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{
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if (args.Key != RadiationCollectorComponent.AnimationKey)
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return;
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if (!TryComp<SpriteComponent>(uid, out var sprite))
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return;
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if (!TryComp<AnimationPlayerComponent>(uid, out var animPlayer))
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return; // Why doesn't AnimationCompletedEvent propagate the AnimationPlayerComponent? No idea, but it's in engine so I'm not touching it.
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if (!AppearanceSystem.TryGetData<RadiationCollectorVisualState>(uid, RadiationCollectorVisuals.VisualState, out var state))
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state = comp.CurrentState;
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// Convert to terminal state.
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var targetState = (RadiationCollectorVisualState) (state & RadiationCollectorVisualState.Active);
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UpdateVisuals(uid, targetState, comp, sprite, animPlayer);
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}
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protected override void OnAppearanceChange(EntityUid uid, RadiationCollectorComponent comp, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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if (!TryComp<AnimationPlayerComponent>(uid, out var animPlayer))
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return;
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if (!AppearanceSystem.TryGetData<RadiationCollectorVisualState>(uid, RadiationCollectorVisuals.VisualState, out var state, args.Component))
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state = RadiationCollectorVisualState.Deactive;
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UpdateVisuals(uid, state, comp, args.Sprite, animPlayer);
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}
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}
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public enum RadiationCollectorVisualLayers : byte
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{
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Main
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}
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