Re-organize all projects (#4166)
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50
Content.Client/Singularity/Visualizers/EmitterVisualizer.cs
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50
Content.Client/Singularity/Visualizers/EmitterVisualizer.cs
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using System;
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using Content.Shared.Singularity.Components;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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namespace Content.Client.Singularity.Visualizers
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{
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[UsedImplicitly]
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public class EmitterVisualizer : AppearanceVisualizer
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{
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private const string OverlayBeam = "beam";
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private const string OverlayUnderPowered = "underpowered";
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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.Owner.TryGetComponent(out ISpriteComponent? sprite))
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{
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return;
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}
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if (!component.TryGetData(EmitterVisuals.Locked, out bool locked))
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locked = false;
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if (!component.TryGetData(EmitterVisuals.VisualState, out EmitterVisualState state))
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state = EmitterVisualState.Off;
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switch (state)
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{
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case EmitterVisualState.On:
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sprite.LayerSetVisible(1, true);
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sprite.LayerSetState(1, OverlayBeam);
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break;
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case EmitterVisualState.Underpowered:
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sprite.LayerSetVisible(1, true);
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sprite.LayerSetState(1, OverlayUnderPowered);
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break;
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case EmitterVisualState.Off:
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sprite.LayerSetVisible(1, false);
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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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sprite.LayerSetVisible(2, locked);
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}
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}
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}
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@@ -0,0 +1,99 @@
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using System;
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using Content.Shared.Singularity.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.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Client.Singularity.Visualizers
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{
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[UsedImplicitly]
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public class RadiationCollectorVisualizer : AppearanceVisualizer, ISerializationHooks
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{
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private const string AnimationKey = "radiationcollector_animation";
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private Animation ActivateAnimation = default!;
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private Animation DeactiveAnimation = default!;
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void ISerializationHooks.AfterDeserialization()
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{
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ActivateAnimation = new Animation {Length = TimeSpan.FromSeconds(0.8f)};
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{
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var flick = new AnimationTrackSpriteFlick();
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ActivateAnimation.AnimationTracks.Add(flick);
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flick.LayerKey = RadiationCollectorVisualLayers.Main;
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flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame("ca_active", 0f));
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/*var sound = new AnimationTrackPlaySound();
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CloseAnimation.AnimationTracks.Add(sound);
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sound.KeyFrames.Add(new AnimationTrackPlaySound.KeyFrame(closeSound, 0));*/
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}
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DeactiveAnimation = new Animation {Length = TimeSpan.FromSeconds(0.8f)};
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{
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var flick = new AnimationTrackSpriteFlick();
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DeactiveAnimation.AnimationTracks.Add(flick);
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flick.LayerKey = RadiationCollectorVisualLayers.Main;
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flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame("ca_deactive", 0f));
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/*var sound = new AnimationTrackPlaySound();
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CloseAnimation.AnimationTracks.Add(sound);
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sound.KeyFrames.Add(new AnimationTrackPlaySound.KeyFrame(closeSound, 0));*/
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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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if (!entity.HasComponent<AnimationPlayerComponent>())
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{
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entity.AddComponent<AnimationPlayerComponent>();
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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.Owner.TryGetComponent<ISpriteComponent>(out var sprite)) return;
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if (!component.Owner.TryGetComponent<AnimationPlayerComponent>(out var animPlayer)) return;
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if (!component.TryGetData(RadiationCollectorVisuals.VisualState, out RadiationCollectorVisualState state))
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{
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state = RadiationCollectorVisualState.Deactive;
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}
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switch (state)
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{
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case RadiationCollectorVisualState.Active:
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sprite.LayerSetState(RadiationCollectorVisualLayers.Main, "ca_on");
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break;
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case RadiationCollectorVisualState.Activating:
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(ActivateAnimation, AnimationKey);
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animPlayer.AnimationCompleted += _ =>
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component.SetData(RadiationCollectorVisuals.VisualState,
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RadiationCollectorVisualState.Active);
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}
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break;
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case RadiationCollectorVisualState.Deactivating:
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(DeactiveAnimation, AnimationKey);
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animPlayer.AnimationCompleted += _ =>
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component.SetData(RadiationCollectorVisuals.VisualState,
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RadiationCollectorVisualState.Deactive);
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}
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break;
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case RadiationCollectorVisualState.Deactive:
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sprite.LayerSetState(RadiationCollectorVisualLayers.Main, "ca_off");
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break;
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}
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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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}
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@@ -0,0 +1,40 @@
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using Content.Shared.Singularity;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Client.Singularity.Visualizers
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{
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[UsedImplicitly]
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public class SingularityVisualizer : AppearanceVisualizer
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{
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[DataField("layer")]
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private int Layer { get; } = 0;
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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.GetComponentOrNull<SpriteComponent>()?.LayerMapReserveBlank(Layer);
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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.Owner.TryGetComponent(out SpriteComponent? sprite))
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{
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return;
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}
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if (!component.TryGetData(SingularityVisuals.Level, out int level))
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{
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return;
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}
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sprite.LayerSetRSI(Layer, "Constructible/Power/Singularity/singularity_" + level + ".rsi");
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sprite.LayerSetState(Layer, "singularity_" + level);
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}
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}
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}
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