using Content.Shared.Effects;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.Animations;
using Robust.Shared.Collections;
using Robust.Shared.Player;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Client.Effects;
public sealed class ColorFlashEffectSystem : SharedColorFlashEffectSystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly AnimationPlayerSystem _animation = default!;
///
/// It's a little on the long side but given we use multiple colours denoting what happened it makes it easier to register.
///
private const float AnimationLength = 0.30f;
private const string AnimationKey = "color-flash-effect";
private ValueList _toRemove = new();
public override void Initialize()
{
base.Initialize();
SubscribeAllEvent(OnColorFlashEffect);
SubscribeLocalEvent(OnEffectAnimationCompleted);
}
public override void RaiseEffect(Color color, List entities, Filter filter)
{
if (!_timing.IsFirstTimePredicted)
return;
OnColorFlashEffect(new ColorFlashEffectEvent(color, GetNetEntityList(entities)));
}
private void OnEffectAnimationCompleted(EntityUid uid, ColorFlashEffectComponent component, AnimationCompletedEvent args)
{
if (args.Key != AnimationKey)
return;
if (TryComp(uid, out var sprite))
{
sprite.Color = component.Color;
}
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = AllEntityQuery();
_toRemove.Clear();
// Can't use deferred removal on animation completion or it will cause issues.
while (query.MoveNext(out var uid, out _))
{
if (_animation.HasRunningAnimation(uid, AnimationKey))
continue;
_toRemove.Add(uid);
}
foreach (var ent in _toRemove)
{
RemComp(ent);
}
}
private Animation? GetDamageAnimation(EntityUid uid, Color color, SpriteComponent? sprite = null)
{
if (!Resolve(uid, ref sprite, false))
return null;
// 90% of them are going to be this so why allocate a new class.
return new Animation
{
Length = TimeSpan.FromSeconds(AnimationLength),
AnimationTracks =
{
new AnimationTrackComponentProperty
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Color),
InterpolationMode = AnimationInterpolationMode.Linear,
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(color, 0f),
new AnimationTrackProperty.KeyFrame(sprite.Color, AnimationLength)
}
}
}
};
}
private void OnColorFlashEffect(ColorFlashEffectEvent ev)
{
var color = ev.Color;
foreach (var nent in ev.Entities)
{
var ent = GetEntity(nent);
if (Deleted(ent) || !TryComp(ent, out SpriteComponent? sprite))
{
continue;
}
if (!TryComp(ent, out ColorFlashEffectComponent? comp))
{
#if DEBUG
DebugTools.Assert(!_animation.HasRunningAnimation(ent, AnimationKey));
#endif
}
_animation.Stop(ent, AnimationKey);
var animation = GetDamageAnimation(ent, color, sprite);
if (animation == null)
{
continue;
}
EnsureComp(ent, out comp);
comp.NetSyncEnabled = false;
comp.Color = sprite.Color;
_animation.Play(ent, animation, AnimationKey);
}
}
}