Re-organize all projects (#4166)
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226
Content.Client/VendingMachines/UI/VendingMachineVisualizer.cs
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226
Content.Client/VendingMachines/UI/VendingMachineVisualizer.cs
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using System;
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using System.Collections.Generic;
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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.VendingMachines.SharedVendingMachineComponent;
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namespace Content.Client.VendingMachines.UI
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{
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[UsedImplicitly]
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public sealed class VendingMachineVisualizer : AppearanceVisualizer, ISerializationHooks
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{
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// TODO: Should default to off or broken if damaged
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//
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// TODO: The length of these animations is supposed to be dictated
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// by the vending machine's pack prototype's `AnimationDuration`
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// but we have no good way of passing that data from the server
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// to the client at the moment. Rework Visualizers?
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private Dictionary<string, bool> _baseStates = new();
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private static readonly Dictionary<string, VendingMachineVisualLayers> LayerMap =
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new()
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{
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{"off", VendingMachineVisualLayers.Unlit},
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{"screen", VendingMachineVisualLayers.Screen},
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{"normal", VendingMachineVisualLayers.Base},
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{"normal-unshaded", VendingMachineVisualLayers.BaseUnshaded},
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{"eject", VendingMachineVisualLayers.Base},
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{"eject-unshaded", VendingMachineVisualLayers.BaseUnshaded},
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{"deny", VendingMachineVisualLayers.Base},
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{"deny-unshaded", VendingMachineVisualLayers.BaseUnshaded},
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{"broken", VendingMachineVisualLayers.Unlit},
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};
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[DataField("screen")]
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private bool _screen;
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[DataField("normal")]
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private bool _normal;
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[DataField("normalUnshaded")]
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private bool _normalUnshaded;
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[DataField("eject")]
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private bool _eject;
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[DataField("ejectUnshaded")]
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private bool _ejectUnshaded;
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[DataField("deny")]
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private bool _deny;
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[DataField("denyUnshaded")]
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private bool _denyUnshaded;
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[DataField("broken")]
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private bool _broken;
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[DataField("brokenUnshaded")]
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private bool _brokenUnshaded;
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private readonly Dictionary<string, Animation> _animations = new();
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void ISerializationHooks.AfterDeserialization()
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{
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// Used a dictionary so the yaml can adhere to the style-guide and the texture states can be clear
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var states = new Dictionary<string, bool>
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{
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{"off", true},
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{"screen", _screen},
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{"normal", _normal},
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{"normal-unshaded", _normalUnshaded},
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{"eject", _eject},
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{"eject-unshaded", _ejectUnshaded},
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{"deny", _deny},
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{"deny-unshaded", _denyUnshaded},
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{"broken", _broken},
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{"broken-unshaded", _brokenUnshaded},
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};
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_baseStates = states;
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if (_baseStates["deny"])
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{
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InitializeAnimation("deny");
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}
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if (_baseStates["deny-unshaded"])
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{
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InitializeAnimation("deny-unshaded", true);
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}
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if (_baseStates["eject"])
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{
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InitializeAnimation("eject");
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}
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if (_baseStates["eject-unshaded"])
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{
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InitializeAnimation("eject-unshaded", true);
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}
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}
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private void InitializeAnimation(string key, bool unshaded = false)
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{
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_animations.Add(key, new Animation {Length = TimeSpan.FromSeconds(1.2f)});
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var flick = new AnimationTrackSpriteFlick();
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_animations[key].AnimationTracks.Add(flick);
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flick.LayerKey = unshaded ? VendingMachineVisualLayers.BaseUnshaded : VendingMachineVisualLayers.Base;
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flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame(key, 0f));
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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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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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private void HideLayers(ISpriteComponent spriteComponent)
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{
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foreach (var layer in spriteComponent.AllLayers)
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{
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layer.Visible = false;
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}
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spriteComponent.LayerSetVisible(VendingMachineVisualLayers.Unlit, true);
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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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var sprite = component.Owner.GetComponent<ISpriteComponent>();
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var animPlayer = component.Owner.GetComponent<AnimationPlayerComponent>();
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if (!component.TryGetData(VendingMachineVisuals.VisualState, out VendingMachineVisualState state))
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{
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state = VendingMachineVisualState.Normal;
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}
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// Hide last state
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HideLayers(sprite);
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ActivateState(sprite, "off");
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switch (state)
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{
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case VendingMachineVisualState.Normal:
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ActivateState(sprite, "screen");
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ActivateState(sprite, "normal-unshaded");
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ActivateState(sprite, "normal");
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break;
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case VendingMachineVisualState.Off:
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break;
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case VendingMachineVisualState.Broken:
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ActivateState(sprite, "broken-unshaded");
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ActivateState(sprite, "broken");
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break;
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case VendingMachineVisualState.Deny:
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ActivateState(sprite, "screen");
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ActivateAnimation(sprite, animPlayer, "deny-unshaded");
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ActivateAnimation(sprite, animPlayer, "deny");
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break;
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case VendingMachineVisualState.Eject:
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ActivateState(sprite, "screen");
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ActivateAnimation(sprite, animPlayer, "eject-unshaded");
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ActivateAnimation(sprite, animPlayer, "eject");
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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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// Helper methods just to avoid all of that hard-to-read-indented code
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private void ActivateState(ISpriteComponent spriteComponent, string stateId)
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{
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// No state for it on the rsi :(
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if (!_baseStates[stateId])
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{
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return;
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}
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var stateLayer = LayerMap[stateId];
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spriteComponent.LayerSetVisible(stateLayer, true);
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spriteComponent.LayerSetState(stateLayer, stateId);
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}
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private void ActivateAnimation(ISpriteComponent spriteComponent, AnimationPlayerComponent animationPlayer, string key)
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{
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if (!_animations.TryGetValue(key, out var animation))
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{
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return;
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}
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if (!animationPlayer.HasRunningAnimation(key))
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{
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spriteComponent.LayerSetVisible(LayerMap[key], true);
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animationPlayer.Play(animation, key);
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}
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}
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public enum VendingMachineVisualLayers : byte
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{
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// Off / Broken. The other layers will overlay this if the machine is on.
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Unlit,
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// Normal / Deny / Eject
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Base,
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BaseUnshaded,
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// Screens that are persistent (where the machine is not off or broken)
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Screen,
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}
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}
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}
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