Files
tbd-station-14/Content.Client/Trigger/Systems/ProximityTriggerAnimationSystem.cs
2025-08-03 21:20:37 +02:00

115 lines
4.4 KiB
C#

using Content.Shared.Trigger;
using Content.Shared.Trigger.Components.Triggers;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.Animations;
namespace Content.Client.Trigger.Systems;
public sealed class ProximityTriggerAnimationSystem : EntitySystem
{
[Dependency] private readonly AnimationPlayerSystem _player = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
/*
* Currently all of the appearance stuff is hardcoded for portable flashers
* If you ever add mines it shouldn't be hard to tweak it slightly
*/
private const string AnimKey = "proximity";
private static readonly Animation FlasherAnimation = new Animation
{
Length = TimeSpan.FromSeconds(0.6f),
AnimationTracks = {
new AnimationTrackSpriteFlick
{
LayerKey = ProximityTriggerVisualLayers.Base,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame("flashing", 0f)}
},
new AnimationTrackComponentProperty()
{
ComponentType = typeof(PointLightComponent),
InterpolationMode = AnimationInterpolationMode.Nearest,
Property = nameof(PointLightComponent.AnimatedRadius),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(0.1f, 0),
new AnimationTrackProperty.KeyFrame(3f, 0.1f),
new AnimationTrackProperty.KeyFrame(0.1f, 0.5f)
}
}
}
};
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<TriggerOnProximityComponent, ComponentInit>(OnProximityInit);
SubscribeLocalEvent<TriggerOnProximityComponent, AppearanceChangeEvent>(OnProxAppChange);
SubscribeLocalEvent<TriggerOnProximityComponent, AnimationCompletedEvent>(OnProxAnimation);
}
private void OnProxAnimation(EntityUid uid, TriggerOnProximityComponent component, AnimationCompletedEvent args)
{
if (!TryComp<AppearanceComponent>(uid, out var appearance))
return;
// So animation doesn't get spammed if no server state comes in.
_appearance.SetData(uid, ProximityTriggerVisualState.State, ProximityTriggerVisuals.Inactive, appearance);
OnChangeData(uid, component, appearance);
}
private void OnProximityInit(EntityUid uid, TriggerOnProximityComponent component, ComponentInit args)
{
EnsureComp<AnimationPlayerComponent>(uid);
}
private void OnProxAppChange(EntityUid uid, TriggerOnProximityComponent component, ref AppearanceChangeEvent args)
{
OnChangeData(uid, component, args.Component, args.Sprite);
}
private void OnChangeData(EntityUid uid, TriggerOnProximityComponent component, AppearanceComponent appearance, SpriteComponent? spriteComponent = null)
{
if (!Resolve(uid, ref spriteComponent))
return;
if (!TryComp<AnimationPlayerComponent>(uid, out var player))
return;
if (!_appearance.TryGetData<ProximityTriggerVisuals>(uid, ProximityTriggerVisualState.State, out var state, appearance))
return;
if (!_sprite.LayerMapTryGet((uid, spriteComponent), ProximityTriggerVisualLayers.Base, out var layer, false))
// Don't do anything if the sprite doesn't have the layer.
return;
switch (state)
{
case ProximityTriggerVisuals.Inactive:
// Don't interrupt the flash animation
if (_player.HasRunningAnimation(uid, player, AnimKey)) return;
_player.Stop(uid, player, AnimKey);
_sprite.LayerSetRsiState((uid, spriteComponent), layer, "on");
break;
case ProximityTriggerVisuals.Active:
if (_player.HasRunningAnimation(uid, player, AnimKey)) return;
_player.Play((uid, player), FlasherAnimation, AnimKey);
break;
case ProximityTriggerVisuals.Off:
default:
_player.Stop(uid, player, AnimKey);
_sprite.LayerSetRsiState((uid, spriteComponent), layer, "off");
break;
}
}
public enum ProximityTriggerVisualLayers : byte
{
Base,
}
}