Re-organize all projects (#4166)
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171
Content.Client/Disposal/Visualizers/DisposalUnitVisualizer.cs
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171
Content.Client/Disposal/Visualizers/DisposalUnitVisualizer.cs
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using System;
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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.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using static Content.Shared.Disposal.Components.SharedDisposalUnitComponent;
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namespace Content.Client.Disposal.Visualizers
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{
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[UsedImplicitly]
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public class DisposalUnitVisualizer : AppearanceVisualizer, ISerializationHooks
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{
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private const string AnimationKey = "disposal_unit_animation";
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[DataField("state_anchored", required: true)]
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private string? _stateAnchored;
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[DataField("state_unanchored", required: true)]
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private string? _stateUnAnchored;
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[DataField("state_charging", required: true)]
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private string? _stateCharging;
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[DataField("overlay_charging", required: true)]
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private string? _overlayCharging;
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[DataField("overlay_ready", required: true)]
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private string? _overlayReady;
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[DataField("overlay_full", required: true)]
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private string? _overlayFull;
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[DataField("overlay_engaged", required: true)]
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private string? _overlayEngaged;
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[DataField("state_flush", required: true)]
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private string? _stateFlush;
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[DataField("flush_sound", required: true)]
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private string? _flushSound;
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[DataField("flush_time", required: true)]
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private float _flushTime;
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private Animation _flushAnimation = default!;
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void ISerializationHooks.AfterDeserialization()
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{
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_flushAnimation = new Animation {Length = TimeSpan.FromSeconds(_flushTime)};
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var flick = new AnimationTrackSpriteFlick();
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_flushAnimation.AnimationTracks.Add(flick);
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flick.LayerKey = DisposalUnitVisualLayers.Base;
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flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame(_stateFlush, 0));
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var sound = new AnimationTrackPlaySound();
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_flushAnimation.AnimationTracks.Add(sound);
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if (_flushSound != null)
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{
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sound.KeyFrames.Add(new AnimationTrackPlaySound.KeyFrame(_flushSound, 0));
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}
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}
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private void ChangeState(AppearanceComponent appearance)
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{
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if (!appearance.TryGetData(Visuals.VisualState, out VisualState state))
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{
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return;
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}
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if (!appearance.Owner.TryGetComponent(out ISpriteComponent? sprite))
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{
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return;
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}
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switch (state)
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{
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case VisualState.UnAnchored:
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sprite.LayerSetState(DisposalUnitVisualLayers.Base, _stateUnAnchored);
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break;
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case VisualState.Anchored:
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sprite.LayerSetState(DisposalUnitVisualLayers.Base, _stateAnchored);
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break;
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case VisualState.Charging:
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sprite.LayerSetState(DisposalUnitVisualLayers.Base, _stateCharging);
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break;
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case VisualState.Flushing:
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sprite.LayerSetState(DisposalUnitVisualLayers.Base, _stateAnchored);
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var animPlayer = appearance.Owner.GetComponent<AnimationPlayerComponent>();
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(_flushAnimation, AnimationKey);
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}
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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if (!appearance.TryGetData(Visuals.Handle, out HandleState handleState))
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{
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handleState = HandleState.Normal;
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}
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sprite.LayerSetVisible(DisposalUnitVisualLayers.Handle, handleState != HandleState.Normal);
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switch (handleState)
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{
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case HandleState.Normal:
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break;
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case HandleState.Engaged:
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sprite.LayerSetState(DisposalUnitVisualLayers.Handle, _overlayEngaged);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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if (!appearance.TryGetData(Visuals.Light, out LightState lightState))
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{
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lightState = LightState.Off;
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}
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sprite.LayerSetVisible(DisposalUnitVisualLayers.Light, lightState != LightState.Off);
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switch (lightState)
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{
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case LightState.Off:
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break;
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case LightState.Charging:
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sprite.LayerSetState(DisposalUnitVisualLayers.Light, _overlayCharging);
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break;
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case LightState.Full:
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sprite.LayerSetState(DisposalUnitVisualLayers.Light, _overlayFull);
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break;
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case LightState.Ready:
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sprite.LayerSetState(DisposalUnitVisualLayers.Light, _overlayReady);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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public override void InitializeEntity(IEntity entity)
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{
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base.InitializeEntity(entity);
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entity.EnsureComponent<AnimationPlayerComponent>();
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var appearance = entity.EnsureComponent<AppearanceComponent>();
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ChangeState(appearance);
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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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ChangeState(component);
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}
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}
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public enum DisposalUnitVisualLayers : byte
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{
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Base,
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Handle,
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Light
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}
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}
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