171 lines
6.6 KiB
C#
171 lines
6.6 KiB
C#
using Content.Shared.Disposal;
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using Content.Shared.Disposal.Components;
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using Content.Shared.DragDrop;
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using Content.Shared.Emag.Systems;
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using Robust.Client.GameObjects;
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using Robust.Client.Animations;
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using Robust.Client.Graphics;
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using Robust.Shared.GameStates;
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using Robust.Shared.Physics.Events;
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using static Content.Shared.Disposal.Components.SharedDisposalUnitComponent;
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namespace Content.Client.Disposal.Systems;
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public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
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{
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[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
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[Dependency] private readonly AnimationPlayerSystem _animationSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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private const string AnimationKey = "disposal_unit_animation";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DisposalUnitComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<DisposalUnitComponent, PreventCollideEvent>(OnPreventCollide);
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SubscribeLocalEvent<DisposalUnitComponent, CanDropTargetEvent>(OnCanDragDropOn);
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SubscribeLocalEvent<DisposalUnitComponent, GotEmaggedEvent>(OnEmagged);
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SubscribeLocalEvent<DisposalUnitComponent, ComponentInit>(OnComponentInit);
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SubscribeLocalEvent<DisposalUnitComponent, AppearanceChangeEvent>(OnAppearanceChange);
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}
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private void OnHandleState(EntityUid uid, DisposalUnitComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not DisposalUnitComponentState state)
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return;
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component.FlushSound = state.FlushSound;
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component.State = state.State;
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component.NextPressurized = state.NextPressurized;
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component.AutomaticEngageTime = state.AutomaticEngageTime;
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component.NextFlush = state.NextFlush;
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component.Powered = state.Powered;
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component.Engaged = state.Engaged;
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component.RecentlyEjected.Clear();
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component.RecentlyEjected.AddRange(state.RecentlyEjected);
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}
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public override void DoInsertDisposalUnit(EntityUid uid, EntityUid toInsert, EntityUid user, SharedDisposalUnitComponent? disposal = null)
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{
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return;
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}
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private void OnComponentInit(EntityUid uid, SharedDisposalUnitComponent sharedDisposalUnit, ComponentInit args)
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{
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if (!TryComp<SpriteComponent>(uid, out var sprite) || !TryComp<AppearanceComponent>(uid, out var appearance))
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return;
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UpdateState(uid, sharedDisposalUnit, sprite, appearance);
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}
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private void OnAppearanceChange(EntityUid uid, SharedDisposalUnitComponent unit, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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UpdateState(uid, unit, args.Sprite, args.Component);
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}
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/// <summary>
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/// Update visuals and tick animation
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/// </summary>
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private void UpdateState(EntityUid uid, SharedDisposalUnitComponent unit, SpriteComponent sprite, AppearanceComponent appearance)
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{
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if (!_appearanceSystem.TryGetData<VisualState>(uid, Visuals.VisualState, out var state, appearance))
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{
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return;
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}
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sprite.LayerSetVisible(DisposalUnitVisualLayers.Unanchored, state == VisualState.UnAnchored);
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sprite.LayerSetVisible(DisposalUnitVisualLayers.Base, state == VisualState.Anchored);
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sprite.LayerSetVisible(DisposalUnitVisualLayers.BaseFlush, state is VisualState.Flushing or VisualState.Charging);
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// This is a transient state so not too worried about replaying in range.
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if (state == VisualState.Flushing)
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{
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if (!_animationSystem.HasRunningAnimation(uid, AnimationKey))
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{
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var flushState = new RSI.StateId("disposal-flush");
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// Setup the flush animation to play
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var anim = new Animation
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{
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Length = unit.FlushDelay,
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AnimationTracks =
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{
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new AnimationTrackSpriteFlick
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{
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LayerKey = DisposalUnitVisualLayers.BaseFlush,
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KeyFrames =
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{
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// Play the flush animation
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new AnimationTrackSpriteFlick.KeyFrame(flushState, 0),
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// Return to base state (though, depending on how the unit is
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// configured we might get an appearance change event telling
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// us to go to charging state)
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new AnimationTrackSpriteFlick.KeyFrame("disposal-charging", (float) unit.FlushDelay.TotalSeconds)
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}
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},
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}
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};
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if (unit.FlushSound != null)
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{
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anim.AnimationTracks.Add(
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new AnimationTrackPlaySound
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{
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KeyFrames =
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{
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new AnimationTrackPlaySound.KeyFrame(_audioSystem.GetSound(unit.FlushSound), 0)
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}
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});
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}
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_animationSystem.Play(uid, anim, AnimationKey);
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}
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}
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else if (state == VisualState.Charging)
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{
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sprite.LayerSetState(DisposalUnitVisualLayers.BaseFlush, new RSI.StateId("disposal-charging"));
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}
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else
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{
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_animationSystem.Stop(uid, AnimationKey);
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}
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if (!_appearanceSystem.TryGetData<HandleState>(uid, Visuals.Handle, out var handleState, appearance))
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{
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handleState = HandleState.Normal;
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}
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sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayEngaged, handleState != HandleState.Normal);
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if (!_appearanceSystem.TryGetData<LightStates>(uid, Visuals.Light, out var lightState, appearance))
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{
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lightState = LightStates.Off;
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}
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sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayCharging,
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(lightState & LightStates.Charging) != 0);
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sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayReady,
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(lightState & LightStates.Ready) != 0);
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sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayFull,
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(lightState & LightStates.Full) != 0);
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}
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}
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public enum DisposalUnitVisualLayers : byte
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{
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Unanchored,
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Base,
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BaseCharging,
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BaseFlush,
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OverlayCharging,
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OverlayReady,
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OverlayFull,
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OverlayEngaged
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}
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