Doors are now automated.

This commit is contained in:
Pieter-Jan Briers
2019-03-17 13:24:26 +01:00
parent 53b59bd6f3
commit f779755c11
2 changed files with 93 additions and 25 deletions

View File

@@ -1,29 +1,48 @@
using System;
using Content.Shared.GameObjects.Components.Doors;
using SS14.Client.Animations;
using SS14.Client.GameObjects;
using SS14.Client.GameObjects.Components.Animations;
using SS14.Client.Interfaces.GameObjects.Components;
using SS14.Shared.Interfaces.GameObjects;
namespace Content.Client.GameObjects.Components.Doors
{
public class AirlockVisualizer2D : AppearanceVisualizer
{
private const string AnimationKey = "airlock_animation";
public override void InitializeEntity(IEntity entity)
{
if (!entity.HasComponent<AnimationPlayerComponent>())
{
entity.AddComponent<AnimationPlayerComponent>();
}
}
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
var sprite = component.Owner.GetComponent<ISpriteComponent>();
var animPlayer = component.Owner.GetComponent<AnimationPlayerComponent>();
if (!component.TryGetData(DoorVisuals.VisualState, out DoorVisualState state))
{
state = DoorVisualState.Closed;
}
// TODO: need some sorta state to prevent resetting the animation if it's already playing.
// Because right now that could happen.
animPlayer.Stop(AnimationKey);
switch (state)
{
case DoorVisualState.Closed:
case DoorVisualState.Closing:
sprite.LayerSetState(DoorVisualLayers.Base, "closed");
break;
case DoorVisualState.Closing:
animPlayer.Play(CloseAnimation, AnimationKey);
break;
case DoorVisualState.Opening:
animPlayer.Play(OpenAnimation, AnimationKey);
break;
case DoorVisualState.Open:
sprite.LayerSetState(DoorVisualLayers.Base, "open");
break;
@@ -31,6 +50,28 @@ namespace Content.Client.GameObjects.Components.Doors
throw new ArgumentOutOfRangeException();
}
}
private static readonly Animation CloseAnimation;
private static readonly Animation OpenAnimation;
static AirlockVisualizer2D()
{
CloseAnimation = new Animation {Length = TimeSpan.FromSeconds(1.2f)};
{
var flick = new AnimationTrackSpriteFlick();
CloseAnimation.AnimationTracks.Add(flick);
flick.LayerKey = DoorVisualLayers.Base;
flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame("closing", 0f));
}
OpenAnimation = new Animation {Length = TimeSpan.FromSeconds(1.2f)};
{
var flick = new AnimationTrackSpriteFlick();
OpenAnimation.AnimationTracks.Add(flick);
flick.LayerKey = DoorVisualLayers.Base;
flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame("opening", 0f));
}
}
}
public enum DoorVisualLayers

View File

@@ -1,32 +1,30 @@
using System;
using Content.Server.Interfaces.GameObjects;
using Content.Shared.GameObjects;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components.Doors;
using SS14.Server.GameObjects;
using SS14.Shared.GameObjects;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.Interfaces.GameObjects.Components;
using SS14.Shared.Log;
using SS14.Shared.Maths;
using SS14.Shared.IoC;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components.Doors;
using SS14.Shared.Serialization;
using SS14.Shared.Interfaces.Network;
using SS14.Shared.ViewVariables;
using SS14.Shared.Maths;
using SS14.Shared.Timers;
namespace Content.Server.GameObjects
{
public class ServerDoorComponent : Component, IAttackHand
{
public override string Name => "Door";
[ViewVariables]
public bool Opened { get; private set; }
private DoorState _state = DoorState.Closed;
private float OpenTimeCounter;
private CollidableComponent collidableComponent;
private AppearanceComponent _appearance;
private static readonly TimeSpan CloseTime = TimeSpan.FromSeconds(1.2f);
private static readonly TimeSpan OpenTimeOne = TimeSpan.FromSeconds(0.3f);
private static readonly TimeSpan OpenTimeTwo = TimeSpan.FromSeconds(0.9f);
public override void Initialize()
{
base.Initialize();
@@ -45,11 +43,11 @@ namespace Content.Server.GameObjects
public bool Attackhand(IEntity user)
{
if (Opened)
if (_state == DoorState.Open)
{
Close();
}
else
else if (_state == DoorState.Closed)
{
Open();
}
@@ -63,7 +61,7 @@ namespace Content.Server.GameObjects
switch (message)
{
case BumpedEntMsg msg:
if (Opened)
if (_state != DoorState.Closed)
{
return;
}
@@ -75,9 +73,23 @@ namespace Content.Server.GameObjects
public void Open()
{
Opened = true;
if (_state != DoorState.Closed)
{
return;
}
_state = DoorState.Opening;
_appearance.SetData(DoorVisuals.VisualState, DoorVisualState.Opening);
Timer.Spawn(OpenTimeOne, async () =>
{
collidableComponent.IsHardCollidable = false;
await Timer.Delay(OpenTimeTwo);
_state = DoorState.Open;
_appearance.SetData(DoorVisuals.VisualState, DoorVisualState.Open);
});
}
public bool Close()
@@ -87,17 +99,24 @@ namespace Content.Server.GameObjects
// Do nothing, somebody's in the door.
return false;
}
Opened = false;
OpenTimeCounter = 0;
_state = DoorState.Closing;
collidableComponent.IsHardCollidable = true;
OpenTimeCounter = 0;
_appearance.SetData(DoorVisuals.VisualState, DoorVisualState.Closing);
Timer.Spawn(CloseTime, () =>
{
_state = DoorState.Closed;
_appearance.SetData(DoorVisuals.VisualState, DoorVisualState.Closed);
});
return true;
}
private const float AUTO_CLOSE_DELAY = 5;
public void OnUpdate(float frameTime)
{
if (!Opened)
if (_state != DoorState.Open)
{
return;
}
@@ -112,5 +131,13 @@ namespace Content.Server.GameObjects
}
}
}
private enum DoorState
{
Closed,
Open,
Closing,
Opening,
}
}
}