Files
tbd-station-14/Content.Client/Fluids/PuddleVisualizer.cs
2022-08-13 22:28:34 -07:00

92 lines
3.5 KiB
C#

using System;
using System.Linq;
using Content.Shared.Fluids;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Random;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Client.Fluids
{
[UsedImplicitly]
public sealed class PuddleVisualizer : AppearanceVisualizer
{
[Dependency] private readonly IRobustRandom _random = default!;
// Whether the underlying solution color should be used
[DataField("recolor")] public bool Recolor;
// Whether the puddle has a unique sprite we don't want to overwrite
[DataField("customPuddleSprite")] public bool CustomPuddleSprite;
[Obsolete("Subscribe to your component being initialised instead.")]
public override void InitializeEntity(EntityUid entity)
{
base.InitializeEntity(entity);
if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(entity, out SpriteComponent? spriteComponent))
{
Logger.Warning($"Missing SpriteComponent for PuddleVisualizer on entityUid = {entity}");
return;
}
IoCManager.InjectDependencies(this);
var maxStates = spriteComponent.BaseRSI?.ToArray();
if (maxStates is not { Length: > 0 }) return;
var variant = _random.Next(0, maxStates.Length - 1);
spriteComponent.LayerSetState(0, maxStates[variant].StateId);
spriteComponent.Rotation = Angle.FromDegrees(_random.Next(0, 359));
}
[Obsolete("Subscribe to AppearanceChangeEvent instead.")]
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
var entities = IoCManager.Resolve<IEntityManager>();
if (component.TryGetData<float>(PuddleVisuals.VolumeScale, out var volumeScale) &&
entities.TryGetComponent<SpriteComponent>(component.Owner, out var spriteComponent))
{
component.TryGetData<bool>(PuddleVisuals.ForceWetFloorSprite, out var forceWetFloorSprite);
var cappedScale = Math.Min(1.0f, volumeScale * 0.75f +0.25f);
UpdateVisual(component, spriteComponent, cappedScale, forceWetFloorSprite);
}
}
private void UpdateVisual(AppearanceComponent component, SpriteComponent spriteComponent, float cappedScale, bool forceWetFloorSprite)
{
Color newColor;
if (Recolor && component.TryGetData<Color>(PuddleVisuals.SolutionColor, out var solutionColor))
{
newColor = solutionColor.WithAlpha(cappedScale);
}
else
{
newColor = spriteComponent.Color.WithAlpha(cappedScale);
}
spriteComponent.Color = newColor;
if (forceWetFloorSprite)
{
//Change the puddle's sprite to the wet floor sprite
spriteComponent.LayerSetState(0, "sparkles", "Fluids/wet_floor_sparkles.rsi");
spriteComponent.Color = spriteComponent.Color.WithAlpha(0.25f); //should be mostly transparent.
}
else if(!CustomPuddleSprite)
{
spriteComponent.LayerSetState(0, "smear-0", "Fluids/smear.rsi"); // TODO: need a way to implement the random smears again when the mop creates new puddles.
}
}
}
}