Re-organize all projects (#4166)
This commit is contained in:
117
Content.Client/Light/Visualizers/FlashLightVisualizer.cs
Normal file
117
Content.Client/Light/Visualizers/FlashLightVisualizer.cs
Normal file
@@ -0,0 +1,117 @@
|
||||
using System;
|
||||
using Content.Shared.Light.Component;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Client.Animations;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Shared.Animations;
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
namespace Content.Client.Light.Visualizers
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public class FlashLightVisualizer : AppearanceVisualizer
|
||||
{
|
||||
private readonly Animation _radiatingLightAnimation = new()
|
||||
{
|
||||
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()
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user