* Light warnings cleanup * Using EntitySystem Proxy overrides * New TryComp guards for light animations * Reverting guards when not wanted
92 lines
3.0 KiB
C#
92 lines
3.0 KiB
C#
using Content.Shared.Light;
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using Content.Shared.Light.Components;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Shared.Animations;
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namespace Content.Client.Light.EntitySystems;
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public sealed class RotatingLightSystem : SharedRotatingLightSystem
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{
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[Dependency] private readonly AnimationPlayerSystem _animations = default!;
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private Animation GetAnimation(float speed)
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{
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var third = 120f / speed;
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return new Animation()
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{
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Length = TimeSpan.FromSeconds(360f / speed),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty
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{
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ComponentType = typeof(PointLightComponent),
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InterpolationMode = AnimationInterpolationMode.Linear,
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Property = nameof(PointLightComponent.Rotation),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(Angle.Zero, 0),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(120), third),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(240), third),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(360), third)
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}
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}
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}
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};
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}
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private const string AnimKey = "rotating_light";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RotatingLightComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<RotatingLightComponent, AfterAutoHandleStateEvent>(OnAfterAutoHandleState);
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SubscribeLocalEvent<RotatingLightComponent, AnimationCompletedEvent>(OnAnimationComplete);
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}
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private void OnStartup(EntityUid uid, RotatingLightComponent comp, ComponentStartup args)
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{
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var player = EnsureComp<AnimationPlayerComponent>(uid);
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PlayAnimation(uid, comp, player);
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}
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private void OnAfterAutoHandleState(EntityUid uid, RotatingLightComponent comp, ref AfterAutoHandleStateEvent args)
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{
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if (!TryComp<AnimationPlayerComponent>(uid, out var player))
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return;
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if (comp.Enabled)
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{
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PlayAnimation(uid, comp, player);
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}
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else
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{
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_animations.Stop(uid, player, AnimKey);
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}
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}
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private void OnAnimationComplete(EntityUid uid, RotatingLightComponent comp, AnimationCompletedEvent args)
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{
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if (!args.Finished)
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return;
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PlayAnimation(uid, comp);
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}
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/// <summary>
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/// Play the light rotation animation.
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/// </summary>
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public void PlayAnimation(EntityUid uid, RotatingLightComponent? comp = null, AnimationPlayerComponent? player = null)
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{
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if (!Resolve(uid, ref comp, ref player) || !comp.Enabled)
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return;
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if (!_animations.HasRunningAnimation(uid, player, AnimKey))
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{
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_animations.Play((uid, player), GetAnimation(comp.Speed), AnimKey);
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}
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}
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}
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