Flashlights were calling dirty EVERY TICK so this just means they only call it when absoluetely necessary which saves a lot. Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
112 lines
3.4 KiB
C#
112 lines
3.4 KiB
C#
using System;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.Utility;
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using Robust.Client.Graphics.Drawing;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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using Robust.Shared.Timing;
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using Robust.Shared.ViewVariables;
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namespace Content.Client.GameObjects.Components
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{
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[RegisterComponent]
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public sealed class HandheldLightComponent : SharedHandheldLightComponent, IItemStatus
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{
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[ViewVariables] protected override bool HasCell => _level != null;
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private byte? _level;
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public Control MakeControl()
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{
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return new StatusControl(this);
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}
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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if (!(curState is HandheldLightComponentState cast))
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return;
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_level = cast.Charge;
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}
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private sealed class StatusControl : Control
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{
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private const float TimerCycle = 1;
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private readonly HandheldLightComponent _parent;
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private readonly PanelContainer[] _sections = new PanelContainer[StatusLevels - 1];
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private float _timer;
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private static readonly StyleBoxFlat _styleBoxLit = new StyleBoxFlat
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{
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BackgroundColor = Color.Green
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};
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private static readonly StyleBoxFlat _styleBoxUnlit = new StyleBoxFlat
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{
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BackgroundColor = Color.Black
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};
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public StatusControl(HandheldLightComponent parent)
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{
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_parent = parent;
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var wrapper = new HBoxContainer
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{
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SeparationOverride = 4,
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SizeFlagsHorizontal = SizeFlags.ShrinkCenter
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};
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AddChild(wrapper);
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for (var i = 0; i < _sections.Length; i++)
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{
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var panel = new PanelContainer {CustomMinimumSize = (20, 20)};
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wrapper.AddChild(panel);
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_sections[i] = panel;
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}
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}
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protected override void Update(FrameEventArgs args)
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{
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base.Update(args);
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if (!_parent.HasCell)
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return;
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_timer += args.DeltaSeconds;
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_timer %= TimerCycle;
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var level = _parent._level;
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for (var i = 0; i < _sections.Length; i++)
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{
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if (i == 0)
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{
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if (level == 0)
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{
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_sections[0].PanelOverride = _styleBoxUnlit;
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}
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else if (level == 1)
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{
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// Flash the last light.
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_sections[0].PanelOverride = _timer > TimerCycle / 2 ? _styleBoxLit : _styleBoxUnlit;
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}
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else
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{
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_sections[0].PanelOverride = _styleBoxLit;
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}
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continue;
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}
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_sections[i].PanelOverride = level >= i + 2 ? _styleBoxLit : _styleBoxUnlit;
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}
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}
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}
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}
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}
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