* Content update for UI refactor * Big update * Sharing * Remaining content updates * First big update * Prototype updates * AUGH * Fix UI comp ref * Cleanup - Fix predicted message, fix item slots, fix interaction range check. * Fix regressions * Make this predictive idk why it wasn't. * Fix slime merge * Merge conflict * Fix merge
146 lines
4.9 KiB
C#
146 lines
4.9 KiB
C#
using Content.Shared.Audio.Jukebox;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Shared.Prototypes;
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namespace Content.Client.Audio.Jukebox;
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public sealed class JukeboxSystem : SharedJukeboxSystem
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{
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[Dependency] private readonly IPrototypeManager _protoManager = default!;
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[Dependency] private readonly AnimationPlayerSystem _animationPlayer = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
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[Dependency] private readonly SharedUserInterfaceSystem _uiSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<JukeboxComponent, AppearanceChangeEvent>(OnAppearanceChange);
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SubscribeLocalEvent<JukeboxComponent, AnimationCompletedEvent>(OnAnimationCompleted);
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SubscribeLocalEvent<JukeboxComponent, AfterAutoHandleStateEvent>(OnJukeboxAfterState);
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_protoManager.PrototypesReloaded += OnProtoReload;
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_protoManager.PrototypesReloaded -= OnProtoReload;
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}
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private void OnProtoReload(PrototypesReloadedEventArgs obj)
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{
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if (!obj.WasModified<JukeboxPrototype>())
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return;
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var query = AllEntityQuery<JukeboxComponent, UserInterfaceComponent>();
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while (query.MoveNext(out var uid, out _, out var ui))
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{
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if (!_uiSystem.TryGetOpenUi<JukeboxBoundUserInterface>((uid, ui), JukeboxUiKey.Key, out var bui))
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continue;
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bui.PopulateMusic();
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}
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}
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private void OnJukeboxAfterState(Entity<JukeboxComponent> ent, ref AfterAutoHandleStateEvent args)
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{
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if (!_uiSystem.TryGetOpenUi<JukeboxBoundUserInterface>(ent.Owner, JukeboxUiKey.Key, out var bui))
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return;
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bui.Reload();
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}
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private void OnAnimationCompleted(EntityUid uid, JukeboxComponent component, AnimationCompletedEvent args)
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{
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if (!TryComp<SpriteComponent>(uid, out var sprite))
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return;
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if (!TryComp<AppearanceComponent>(uid, out var appearance) ||
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!_appearanceSystem.TryGetData<JukeboxVisualState>(uid, JukeboxVisuals.VisualState, out var visualState, appearance))
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{
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visualState = JukeboxVisualState.On;
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}
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UpdateAppearance(uid, visualState, component, sprite);
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}
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private void OnAppearanceChange(EntityUid uid, JukeboxComponent component, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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if (!args.AppearanceData.TryGetValue(JukeboxVisuals.VisualState, out var visualStateObject) ||
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visualStateObject is not JukeboxVisualState visualState)
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{
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visualState = JukeboxVisualState.On;
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}
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UpdateAppearance(uid, visualState, component, args.Sprite);
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}
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private void UpdateAppearance(EntityUid uid, JukeboxVisualState visualState, JukeboxComponent component, SpriteComponent sprite)
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{
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SetLayerState(JukeboxVisualLayers.Base, component.OffState, sprite);
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switch (visualState)
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{
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case JukeboxVisualState.On:
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SetLayerState(JukeboxVisualLayers.Base, component.OnState, sprite);
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break;
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case JukeboxVisualState.Off:
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SetLayerState(JukeboxVisualLayers.Base, component.OffState, sprite);
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break;
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case JukeboxVisualState.Select:
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PlayAnimation(uid, JukeboxVisualLayers.Base, component.SelectState, 1.0f, sprite);
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break;
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}
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}
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private void PlayAnimation(EntityUid uid, JukeboxVisualLayers layer, string? state, float animationTime, SpriteComponent sprite)
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{
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if (string.IsNullOrEmpty(state))
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return;
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if (!_animationPlayer.HasRunningAnimation(uid, state))
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{
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var animation = GetAnimation(layer, state, animationTime);
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sprite.LayerSetVisible(layer, true);
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_animationPlayer.Play(uid, animation, state);
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}
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}
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private static Animation GetAnimation(JukeboxVisualLayers layer, string state, float animationTime)
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{
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return new Animation
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{
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Length = TimeSpan.FromSeconds(animationTime),
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AnimationTracks =
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{
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new AnimationTrackSpriteFlick
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{
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LayerKey = layer,
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KeyFrames =
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{
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new AnimationTrackSpriteFlick.KeyFrame(state, 0f)
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}
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}
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}
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};
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}
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private void SetLayerState(JukeboxVisualLayers layer, string? state, SpriteComponent sprite)
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{
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if (string.IsNullOrEmpty(state))
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return;
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sprite.LayerSetVisible(layer, true);
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sprite.LayerSetAutoAnimated(layer, true);
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sprite.LayerSetState(layer, state);
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}
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}
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