* Draft PR, do not merge * Lathe now uses animations. Timing is still wrong, code is very wet, repetitions and unused layers are there. * Removed (unneeded?) PowerDeviceVisualizer from the lathe Refactored & Renamed code and variables Renamed animation names * WIP protolathe animation * Working protolathe animation. I still don't like the solution though.
108 lines
4.2 KiB
C#
108 lines
4.2 KiB
C#
using System;
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using Content.Shared.GameObjects.Components.Power;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Client.GameObjects.Components.Animations;
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using Robust.Client.Interfaces.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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using YamlDotNet.RepresentationModel;
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namespace Content.Client.GameObjects.Components.Power
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{
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public class AutolatheVisualizer2D : AppearanceVisualizer
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{
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private const string AnimationKey = "autolathe_animation";
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private Animation _buildingAnimation;
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private Animation _insertingMetalAnimation;
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private Animation _insertingGlassAnimation;
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public override void LoadData(YamlMappingNode node)
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{
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base.LoadData(node);
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_buildingAnimation = PopulateAnimation("autolathe_building", "autolathe_building_unlit", 0.5f);
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_insertingMetalAnimation = PopulateAnimation("autolathe_inserting_metal_plate", "autolathe_inserting_unlit", 0.9f);
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_insertingGlassAnimation = PopulateAnimation("autolathe_inserting_glass_plate", "autolathe_inserting_unlit", 0.9f);
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}
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private Animation PopulateAnimation(string sprite, string spriteUnlit, float length)
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{
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var animation = new Animation {Length = TimeSpan.FromSeconds(length)};
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var flick = new AnimationTrackSpriteFlick();
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animation.AnimationTracks.Add(flick);
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flick.LayerKey = AutolatheVisualLayers.Base;
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flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame(sprite, 0f));
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var flickUnlit = new AnimationTrackSpriteFlick();
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animation.AnimationTracks.Add(flickUnlit);
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flickUnlit.LayerKey = AutolatheVisualLayers.BaseUnlit;
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flickUnlit.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame(spriteUnlit, 0f));
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return animation;
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}
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public override void InitializeEntity(IEntity entity)
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{
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if (!entity.HasComponent<AnimationPlayerComponent>())
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{
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entity.AddComponent<AnimationPlayerComponent>();
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}
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}
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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var sprite = component.Owner.GetComponent<ISpriteComponent>();
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var animPlayer = component.Owner.GetComponent<AnimationPlayerComponent>();
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if (!component.TryGetData(PowerDeviceVisuals.VisualState, out LatheVisualState state))
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{
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state = LatheVisualState.Idle;
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}
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switch (state)
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{
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case LatheVisualState.Idle:
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if (animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Stop(AnimationKey);
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}
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sprite.LayerSetState(AutolatheVisualLayers.Base, "autolathe");
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sprite.LayerSetState(AutolatheVisualLayers.BaseUnlit, "autolathe_unlit");
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break;
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case LatheVisualState.Producing:
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(_buildingAnimation, AnimationKey);
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}
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break;
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case LatheVisualState.InsertingMetal:
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(_insertingMetalAnimation, AnimationKey);
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}
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break;
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case LatheVisualState.InsertingGlass:
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(_insertingGlassAnimation, AnimationKey);
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}
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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var glowingPartsVisible = !(component.TryGetData(PowerDeviceVisuals.Powered, out bool powered) && !powered);
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sprite.LayerSetVisible(AutolatheVisualLayers.BaseUnlit, glowingPartsVisible);
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}
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public enum AutolatheVisualLayers
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{
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Base,
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BaseUnlit
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}
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}
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}
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