* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
143 lines
5.6 KiB
C#
143 lines
5.6 KiB
C#
#nullable enable
|
|
using System;
|
|
using Content.Shared.GameObjects.Components.Power.ApcNetComponents.PowerReceiverUsers;
|
|
using JetBrains.Annotations;
|
|
using Robust.Client.Animations;
|
|
using Robust.Client.GameObjects;
|
|
using Robust.Shared.Animations;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Maths;
|
|
using Robust.Shared.Random;
|
|
using Robust.Shared.Serialization.Manager.Attributes;
|
|
|
|
namespace Content.Client.GameObjects.Components.Power.ApcNetComponents.PowerReceiverUsers
|
|
{
|
|
[UsedImplicitly]
|
|
public class PoweredLightVisualizer : AppearanceVisualizer
|
|
{
|
|
[DataField("minBlinkingTime")] private float _minBlinkingTime = 0.5f;
|
|
[DataField("maxBlinkingTime")] private float _maxBlinkingTime = 2;
|
|
[DataField("blinkingSound")] private string? _blinkingSound;
|
|
|
|
private bool _wasBlinking;
|
|
|
|
private Action<string>? _blinkingCallback;
|
|
|
|
public override void OnChangeData(AppearanceComponent component)
|
|
{
|
|
base.OnChangeData(component);
|
|
|
|
if (!component.Owner.TryGetComponent(out ISpriteComponent? sprite)) return;
|
|
if (!component.Owner.TryGetComponent(out PointLightComponent? light)) return;
|
|
if (!component.TryGetData(PoweredLightVisuals.BulbState, out PoweredLightState state)) return;
|
|
|
|
switch (state)
|
|
{
|
|
case PoweredLightState.Empty:
|
|
sprite.LayerSetState(PoweredLightLayers.Base, "empty");
|
|
ToggleBlinkingAnimation(component, false);
|
|
light.Enabled = false;
|
|
break;
|
|
case PoweredLightState.Off:
|
|
sprite.LayerSetState(PoweredLightLayers.Base, "off");
|
|
ToggleBlinkingAnimation(component, false);
|
|
light.Enabled = false;
|
|
break;
|
|
case PoweredLightState.On:
|
|
if (component.TryGetData(PoweredLightVisuals.BulbColor, out Color color))
|
|
light.Color = color;
|
|
if (component.TryGetData(PoweredLightVisuals.Blinking, out bool isBlinking))
|
|
ToggleBlinkingAnimation(component, isBlinking);
|
|
if (!isBlinking)
|
|
{
|
|
sprite.LayerSetState(PoweredLightLayers.Base, "on");
|
|
light.Enabled = true;
|
|
}
|
|
break;
|
|
case PoweredLightState.Broken:
|
|
sprite.LayerSetState(PoweredLightLayers.Base, "broken");
|
|
ToggleBlinkingAnimation(component, false);
|
|
light.Enabled = false;
|
|
break;
|
|
case PoweredLightState.Burned:
|
|
sprite.LayerSetState(PoweredLightLayers.Base, "burn");
|
|
ToggleBlinkingAnimation(component, false);
|
|
light.Enabled = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
private void ToggleBlinkingAnimation(AppearanceComponent component, bool isBlinking)
|
|
{
|
|
if (isBlinking == _wasBlinking)
|
|
return;
|
|
_wasBlinking = isBlinking;
|
|
|
|
component.Owner.EnsureComponent(out AnimationPlayerComponent animationPlayer);
|
|
|
|
if (isBlinking)
|
|
{
|
|
_blinkingCallback = (animName) => animationPlayer.Play(BlinkingAnimation(), "blinking");
|
|
animationPlayer.AnimationCompleted += _blinkingCallback;
|
|
animationPlayer.Play(BlinkingAnimation(), "blinking");
|
|
}
|
|
else if (animationPlayer.HasRunningAnimation("blinking"))
|
|
{
|
|
if (_blinkingCallback != null)
|
|
animationPlayer.AnimationCompleted -= _blinkingCallback;
|
|
animationPlayer.Stop("blinking");
|
|
}
|
|
}
|
|
|
|
private Animation BlinkingAnimation()
|
|
{
|
|
var random = IoCManager.Resolve<IRobustRandom>();
|
|
var randomTime = random.NextFloat() *
|
|
(_maxBlinkingTime - _minBlinkingTime) + _minBlinkingTime;
|
|
|
|
var blinkingAnim = new Animation()
|
|
{
|
|
Length = TimeSpan.FromSeconds(randomTime),
|
|
AnimationTracks =
|
|
{
|
|
new AnimationTrackComponentProperty
|
|
{
|
|
ComponentType = typeof(PointLightComponent),
|
|
InterpolationMode = AnimationInterpolationMode.Nearest,
|
|
Property = nameof(PointLightComponent.Enabled),
|
|
KeyFrames =
|
|
{
|
|
new AnimationTrackProperty.KeyFrame(false, 0),
|
|
new AnimationTrackProperty.KeyFrame(true, 1)
|
|
}
|
|
},
|
|
new AnimationTrackSpriteFlick()
|
|
{
|
|
LayerKey = PoweredLightLayers.Base,
|
|
KeyFrames =
|
|
{
|
|
new AnimationTrackSpriteFlick.KeyFrame("off", 0),
|
|
new AnimationTrackSpriteFlick.KeyFrame("on", 0.5f)
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
if (_blinkingSound != null)
|
|
{
|
|
blinkingAnim.AnimationTracks.Add(new AnimationTrackPlaySound()
|
|
{
|
|
KeyFrames =
|
|
{
|
|
new AnimationTrackPlaySound.KeyFrame(_blinkingSound, 0.5f)
|
|
}
|
|
});
|
|
}
|
|
|
|
return blinkingAnim;
|
|
}
|
|
}
|
|
}
|