561 lines
20 KiB
C#
561 lines
20 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.Light.Component;
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using JetBrains.Annotations;
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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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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Client.Light.Components
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{
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#region LIGHT_BEHAVIOURS
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/// <summary>
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/// Base class for all light behaviours to derive from.
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/// This AnimationTrack derivative does not rely on keyframes since it often needs to have a randomized duration.
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/// </summary>
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[Serializable]
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[ImplicitDataDefinitionForInheritors]
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public abstract class LightBehaviourAnimationTrack : AnimationTrackProperty
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{
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protected IRobustRandom _random = default!;
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[DataField("id")] [ViewVariables] public string ID { get; set; } = string.Empty;
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[DataField("property")]
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[ViewVariables]
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public virtual string Property { get; protected set; } = "Radius";
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[DataField("isLooped")] [ViewVariables] public bool IsLooped { get; set; }
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[DataField("enabled")] [ViewVariables] public bool Enabled { get; set; }
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[DataField("startValue")] [ViewVariables] public float StartValue { get; set; } = 0f;
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[DataField("endValue")] [ViewVariables] public float EndValue { get; set; } = 2f;
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[DataField("minDuration")] [ViewVariables] public float MinDuration { get; set; } = -1f;
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[DataField("maxDuration")] [ViewVariables] public float MaxDuration { get; set; } = 2f;
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[DataField("interpolate")] [ViewVariables] public AnimationInterpolationMode InterpolateMode { get; set; } = AnimationInterpolationMode.Linear;
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[ViewVariables] protected float MaxTime { get; set; }
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private float _maxTime = default;
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private EntityUid _parent = default!;
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public void Initialize(EntityUid parent, IRobustRandom random)
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{
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_random = random;
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_parent = parent;
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if (Enabled && IoCManager.Resolve<IEntityManager>().TryGetComponent(_parent, out PointLightComponent? light))
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{
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light.Enabled = true;
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}
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OnInitialize();
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}
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public void UpdatePlaybackValues(Animation owner)
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{
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(_parent, out PointLightComponent? light))
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{
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light.Enabled = true;
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}
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if (MinDuration > 0)
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{
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MaxTime = (float) _random.NextDouble() * (MaxDuration - MinDuration) + MinDuration;
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}
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else
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{
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MaxTime = MaxDuration;
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}
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owner.Length = TimeSpan.FromSeconds(MaxTime);
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}
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public override (int KeyFrameIndex, float FramePlayingTime) InitPlayback()
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{
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OnStart();
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return (-1, _maxTime);
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}
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protected void ApplyProperty(object value)
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{
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if (Property == null)
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{
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throw new InvalidOperationException("Property parameter is null! Check the prototype!");
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}
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(_parent, out PointLightComponent? light))
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{
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AnimationHelper.SetAnimatableProperty(light, Property, value);
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}
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}
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protected override void ApplyProperty(object context, object value)
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{
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ApplyProperty(value);
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}
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public virtual void OnInitialize() { }
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public virtual void OnStart() { }
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}
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/// <summary>
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/// A light behaviour that alternates between StartValue and EndValue
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/// </summary>
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[UsedImplicitly]
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public class PulseBehaviour : LightBehaviourAnimationTrack
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{
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public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback(
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object context, int prevKeyFrameIndex, float prevPlayingTime, float frameTime)
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{
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var playingTime = prevPlayingTime + frameTime;
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var interpolateValue = playingTime / MaxTime;
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if (Property == "Enabled") // special case for boolean
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{
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ApplyProperty(interpolateValue < 0.5f);
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return (-1, playingTime);
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}
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if (interpolateValue < 0.5f)
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{
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switch (InterpolateMode)
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{
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case AnimationInterpolationMode.Linear:
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ApplyProperty(InterpolateLinear(StartValue, EndValue, interpolateValue * 2f));
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break;
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case AnimationInterpolationMode.Cubic:
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ApplyProperty(InterpolateCubic(EndValue, StartValue, EndValue, StartValue, interpolateValue * 2f));
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break;
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default:
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case AnimationInterpolationMode.Nearest:
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ApplyProperty(StartValue);
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break;
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}
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}
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else
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{
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switch (InterpolateMode)
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{
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case AnimationInterpolationMode.Linear:
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ApplyProperty(InterpolateLinear(EndValue, StartValue, (interpolateValue - 0.5f) * 2f));
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break;
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case AnimationInterpolationMode.Cubic:
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ApplyProperty(InterpolateCubic(StartValue, EndValue, StartValue, EndValue, (interpolateValue - 0.5f) * 2f));
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break;
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default:
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case AnimationInterpolationMode.Nearest:
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ApplyProperty(EndValue);
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break;
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}
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}
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return (-1, playingTime);
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}
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}
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/// <summary>
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/// A light behaviour that interpolates from StartValue to EndValue
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/// </summary>
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[UsedImplicitly]
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public class FadeBehaviour : LightBehaviourAnimationTrack
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{
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public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback(
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object context, int prevKeyFrameIndex, float prevPlayingTime, float frameTime)
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{
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var playingTime = prevPlayingTime + frameTime;
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var interpolateValue = playingTime / MaxTime;
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if (Property == "Enabled") // special case for boolean
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{
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ApplyProperty(interpolateValue < EndValue);
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return (-1, playingTime);
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}
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switch (InterpolateMode)
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{
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case AnimationInterpolationMode.Linear:
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ApplyProperty(InterpolateLinear(StartValue, EndValue, interpolateValue));
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break;
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case AnimationInterpolationMode.Cubic:
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ApplyProperty(InterpolateCubic(EndValue, StartValue, EndValue, StartValue, interpolateValue));
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break;
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default:
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case AnimationInterpolationMode.Nearest:
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ApplyProperty(interpolateValue < 0.5f ? StartValue : EndValue);
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break;
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}
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return (-1, playingTime);
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}
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}
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/// <summary>
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/// A light behaviour that interpolates using random values chosen between StartValue and EndValue.
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/// </summary>
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[UsedImplicitly]
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public class RandomizeBehaviour : LightBehaviourAnimationTrack
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{
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private float _randomValue1;
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private float _randomValue2;
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private float _randomValue3;
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private float _randomValue4;
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public override void OnInitialize()
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{
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_randomValue1 = (float) InterpolateLinear(StartValue, EndValue, (float) _random.NextDouble());
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_randomValue2 = (float) InterpolateLinear(StartValue, EndValue, (float) _random.NextDouble());
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_randomValue3 = (float) InterpolateLinear(StartValue, EndValue, (float) _random.NextDouble());
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}
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public override void OnStart()
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{
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if (Property == "Enabled") // special case for boolean, we randomize it
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{
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ApplyProperty(_random.NextDouble() < 0.5);
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return;
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}
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if (InterpolateMode == AnimationInterpolationMode.Cubic)
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{
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_randomValue1 = _randomValue2;
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_randomValue2 = _randomValue3;
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}
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_randomValue3 = _randomValue4;
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_randomValue4 = (float) InterpolateLinear(StartValue, EndValue, (float) _random.NextDouble());
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}
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public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback(
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object context, int prevKeyFrameIndex, float prevPlayingTime, float frameTime)
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{
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var playingTime = prevPlayingTime + frameTime;
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var interpolateValue = playingTime / MaxTime;
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if (Property == "Enabled")
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{
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return (-1, playingTime);
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}
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switch (InterpolateMode)
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{
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case AnimationInterpolationMode.Linear:
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ApplyProperty(InterpolateLinear(_randomValue3, _randomValue4, interpolateValue));
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break;
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case AnimationInterpolationMode.Cubic:
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ApplyProperty(InterpolateCubic(_randomValue1, _randomValue2, _randomValue3, _randomValue4, interpolateValue));
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break;
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default:
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case AnimationInterpolationMode.Nearest:
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ApplyProperty(interpolateValue < 0.5f ? _randomValue3 : _randomValue4);
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break;
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}
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return (-1, playingTime);
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}
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}
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/// <summary>
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/// A light behaviour that cycles through a list of colors.
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/// </summary>
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[UsedImplicitly]
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[DataDefinition]
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public class ColorCycleBehaviour : LightBehaviourAnimationTrack, ISerializationHooks
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{
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[DataField("property")]
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[ViewVariables]
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public override string Property { get; protected set; } = "Color";
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[DataField("colors")] public List<Color> ColorsToCycle { get; set; } = new();
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private int _colorIndex;
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public override void OnStart()
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{
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_colorIndex++;
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if (_colorIndex > ColorsToCycle.Count - 1)
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{
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_colorIndex = 0;
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}
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}
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public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback(
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object context, int prevKeyFrameIndex, float prevPlayingTime, float frameTime)
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{
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var playingTime = prevPlayingTime + frameTime;
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var interpolateValue = playingTime / MaxTime;
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switch (InterpolateMode)
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{
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case AnimationInterpolationMode.Linear:
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ApplyProperty(InterpolateLinear(ColorsToCycle[(_colorIndex - 1) % ColorsToCycle.Count],
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ColorsToCycle[_colorIndex],
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interpolateValue));
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break;
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case AnimationInterpolationMode.Cubic:
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ApplyProperty(InterpolateCubic(ColorsToCycle[_colorIndex],
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ColorsToCycle[(_colorIndex + 1) % ColorsToCycle.Count],
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ColorsToCycle[(_colorIndex + 2) % ColorsToCycle.Count],
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ColorsToCycle[(_colorIndex + 3) % ColorsToCycle.Count],
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interpolateValue));
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break;
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default:
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case AnimationInterpolationMode.Nearest:
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ApplyProperty(ColorsToCycle[_colorIndex]);
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break;
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}
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return (-1, playingTime);
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}
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void ISerializationHooks.AfterDeserialization()
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{
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if (ColorsToCycle.Count < 2)
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{
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throw new InvalidOperationException($"{nameof(ColorCycleBehaviour)} has less than 2 colors to cycle");
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}
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}
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}
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#endregion
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/// <summary>
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/// A component which applies a specific behaviour to a PointLightComponent on its owner.
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/// </summary>
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[RegisterComponent]
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public class LightBehaviourComponent : SharedLightBehaviourComponent, ISerializationHooks
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{
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private const string KeyPrefix = nameof(LightBehaviourComponent);
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public class AnimationContainer
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{
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public AnimationContainer(int key, Animation animation, LightBehaviourAnimationTrack track)
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{
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Key = key;
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Animation = animation;
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LightBehaviour = track;
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}
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public string FullKey => KeyPrefix + Key;
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public int Key { get; set; }
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public Animation Animation { get; set; }
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public LightBehaviourAnimationTrack LightBehaviour { get; set; }
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}
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[ViewVariables(VVAccess.ReadOnly)]
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[DataField("behaviours")]
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public readonly List<LightBehaviourAnimationTrack> Behaviours = new();
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[ViewVariables(VVAccess.ReadOnly)]
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private readonly List<AnimationContainer> _animations = new();
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private float _originalRadius;
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private float _originalEnergy;
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private Angle _originalRotation;
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private Color _originalColor;
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private bool _originalEnabled;
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void ISerializationHooks.AfterDeserialization()
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{
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var key = 0;
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foreach (var behaviour in Behaviours)
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{
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var animation = new Animation()
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{
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AnimationTracks = {behaviour}
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};
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_animations.Add(new AnimationContainer(key, animation, behaviour));
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key++;
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}
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}
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protected override void Startup()
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{
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base.Startup();
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CopyLightSettings();
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// TODO: Do NOT ensure component here. And use eventbus events instead...
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Owner.EnsureComponent<AnimationPlayerComponent>();
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(Owner, out AnimationPlayerComponent? animation))
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{
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#pragma warning disable 618
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animation.AnimationCompleted += OnAnimationCompleted;
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#pragma warning restore 618
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}
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foreach (var container in _animations)
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{
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container.LightBehaviour.Initialize(Owner, IoCManager.Resolve<IRobustRandom>());
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}
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// we need to initialize all behaviours before starting any
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foreach (var container in _animations)
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{
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if (container.LightBehaviour.Enabled)
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{
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StartLightBehaviour(container.LightBehaviour.ID);
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}
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}
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}
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private void OnAnimationCompleted(string key)
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{
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var container = _animations.FirstOrDefault(x => x.FullKey == key);
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if (container == null)
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{
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return;
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}
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if (container.LightBehaviour.IsLooped)
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{
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container.LightBehaviour.UpdatePlaybackValues(container.Animation);
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(Owner, out AnimationPlayerComponent? animation))
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{
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animation.Play(container.Animation, container.FullKey);
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}
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}
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}
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/// <summary>
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/// If we disable all the light behaviours we want to be able to revert the light to its original state.
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/// </summary>
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private void CopyLightSettings()
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{
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(Owner, out PointLightComponent? light))
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{
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_originalColor = light.Color;
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_originalEnabled = light.Enabled;
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_originalEnergy = light.Energy;
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_originalRadius = light.Radius;
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_originalRotation = light.Rotation;
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}
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else
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{
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Logger.Warning($"{IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(Owner).EntityName} has a {nameof(LightBehaviourComponent)} but it has no {nameof(PointLightComponent)}! Check the prototype!");
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}
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}
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/// <summary>
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/// Start animating a light behaviour with the specified ID. If the specified ID is empty, it will start animating all light behaviour entries.
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/// If specified light behaviours are already animating, calling this does nothing.
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/// Multiple light behaviours can have the same ID.
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/// </summary>
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public void StartLightBehaviour(string id = "")
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{
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(Owner, out AnimationPlayerComponent? animation))
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{
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return;
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}
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foreach (var container in _animations)
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{
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if (container.LightBehaviour.ID == id || id == string.Empty)
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{
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if (!animation.HasRunningAnimation(KeyPrefix + container.Key))
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{
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container.LightBehaviour.UpdatePlaybackValues(container.Animation);
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animation.Play(container.Animation, KeyPrefix + container.Key);
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}
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}
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}
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}
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/// <summary>
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/// If any light behaviour with the specified ID is animating, then stop it.
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/// If no ID is specified then all light behaviours will be stopped.
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/// Multiple light behaviours can have the same ID.
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/// </summary>
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/// <param name="id"></param>
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/// <param name="removeBehaviour">Should the behaviour(s) also be removed permanently?</param>
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/// <param name="resetToOriginalSettings">Should the light have its original settings applied?</param>
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public void StopLightBehaviour(string id = "", bool removeBehaviour = false, bool resetToOriginalSettings = false)
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{
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(Owner, out AnimationPlayerComponent? animation))
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{
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return;
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}
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var toRemove = new List<AnimationContainer>();
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foreach (var container in _animations)
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{
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if (container.LightBehaviour.ID == id || id == string.Empty)
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{
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if (animation.HasRunningAnimation(KeyPrefix + container.Key))
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{
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animation.Stop(KeyPrefix + container.Key);
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}
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if (removeBehaviour)
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{
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toRemove.Add(container);
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}
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}
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}
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foreach (var container in toRemove)
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{
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_animations.Remove(container);
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}
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if (resetToOriginalSettings && IoCManager.Resolve<IEntityManager>().TryGetComponent(Owner, out PointLightComponent? light))
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{
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light.Color = _originalColor;
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light.Enabled = _originalEnabled;
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light.Energy = _originalEnergy;
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light.Radius = _originalRadius;
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light.Rotation = _originalRotation;
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}
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}
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/// <summary>
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/// Add a new light behaviour to the component and start it immediately unless otherwise specified.
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/// </summary>
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public void AddNewLightBehaviour(LightBehaviourAnimationTrack behaviour, bool playImmediately = true)
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{
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var key = 0;
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while (_animations.Any(x => x.Key == key))
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{
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key++;
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}
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var animation = new Animation()
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{
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AnimationTracks = {behaviour}
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};
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behaviour.Initialize(Owner, IoCManager.Resolve<IRobustRandom>());
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var container = new AnimationContainer(key, animation, behaviour);
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_animations.Add(container);
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if (playImmediately)
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{
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StartLightBehaviour(behaviour.ID);
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}
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}
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}
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}
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