136 lines
4.9 KiB
C#
136 lines
4.9 KiB
C#
using System.Diagnostics.CodeAnalysis;
|
|
using Content.Client.GameObjects.EntitySystems;
|
|
using JetBrains.Annotations;
|
|
using SS14.Client.Interfaces.GameObjects.Components;
|
|
using SS14.Shared.GameObjects;
|
|
using SS14.Shared.GameObjects.Components.Transform;
|
|
using SS14.Shared.Map;
|
|
using SS14.Shared.Serialization;
|
|
using static SS14.Client.GameObjects.SpriteComponent;
|
|
|
|
namespace Content.Client.GameObjects.Components.IconSmoothing
|
|
{
|
|
// TODO: Potential improvements:
|
|
// Defer updating of these.
|
|
// Get told by somebody to use a loop.
|
|
/// <summary>
|
|
/// Makes sprites of other grid-aligned entities like us connect.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// The system is based on Baystation12's smoothwalling, and thus will work with those.
|
|
/// To use, set <c>base</c> equal to the prefix of the corner states in the sprite base RSI.
|
|
/// Any objects with the same <c>key</c> will connect.
|
|
/// </remarks>
|
|
public sealed class IconSmoothComponent : Component
|
|
{
|
|
private string _smoothKey;
|
|
private string _stateBase;
|
|
private IconSmoothingMode _mode;
|
|
|
|
public override string Name => "IconSmooth";
|
|
|
|
internal ISpriteComponent Sprite { get; private set; }
|
|
internal SnapGridComponent SnapGrid { get; private set; }
|
|
private (GridId, MapIndices) _lastPosition;
|
|
|
|
/// <summary>
|
|
/// We will smooth with other objects with the same key.
|
|
/// </summary>
|
|
public string SmoothKey => _smoothKey;
|
|
|
|
/// <summary>
|
|
/// Prepended to the RSI state.
|
|
/// </summary>
|
|
public string StateBase => _stateBase;
|
|
|
|
/// <summary>
|
|
/// Mode that controls how the icon should be selected.
|
|
/// </summary>
|
|
public IconSmoothingMode Mode => _mode;
|
|
|
|
/// <summary>
|
|
/// Used by <see cref="IconSmoothSystem"/> to reduce redundant updates.
|
|
/// </summary>
|
|
internal int UpdateGeneration { get; set; }
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SnapGrid = Owner.GetComponent<SnapGridComponent>();
|
|
Sprite = Owner.GetComponent<ISpriteComponent>();
|
|
}
|
|
|
|
public override void ExposeData(ObjectSerializer serializer)
|
|
{
|
|
base.ExposeData(serializer);
|
|
|
|
serializer.DataFieldCached(ref _stateBase, "base", "");
|
|
serializer.DataFieldCached(ref _smoothKey, "key", null);
|
|
serializer.DataFieldCached(ref _mode, "mode", IconSmoothingMode.Corners);
|
|
}
|
|
|
|
public override void Startup()
|
|
{
|
|
base.Startup();
|
|
|
|
SnapGrid.OnPositionChanged += SnapGridOnPositionChanged;
|
|
Owner.EntityManager.RaiseEvent(Owner, new IconSmoothDirtyEvent(null, SnapGrid.Offset, Mode));
|
|
var state0 = $"{StateBase}0";
|
|
if (Mode == IconSmoothingMode.Corners)
|
|
{
|
|
Sprite.LayerMapSet(CornerLayers.SE, Sprite.AddLayerState(state0));
|
|
Sprite.LayerSetDirOffset(CornerLayers.SE, DirectionOffset.None);
|
|
Sprite.LayerMapSet(CornerLayers.NE, Sprite.AddLayerState(state0));
|
|
Sprite.LayerSetDirOffset(CornerLayers.NE, DirectionOffset.CounterClockwise);
|
|
Sprite.LayerMapSet(CornerLayers.NW, Sprite.AddLayerState(state0));
|
|
Sprite.LayerSetDirOffset(CornerLayers.NW, DirectionOffset.Flip);
|
|
Sprite.LayerMapSet(CornerLayers.SW, Sprite.AddLayerState(state0));
|
|
Sprite.LayerSetDirOffset(CornerLayers.SW, DirectionOffset.Clockwise);
|
|
}
|
|
}
|
|
|
|
public override void Shutdown()
|
|
{
|
|
SnapGrid.OnPositionChanged -= SnapGridOnPositionChanged;
|
|
Owner.EntityManager.RaiseEvent(Owner, new IconSmoothDirtyEvent(_lastPosition, SnapGrid.Offset, Mode));
|
|
|
|
base.Shutdown();
|
|
}
|
|
|
|
private void SnapGridOnPositionChanged()
|
|
{
|
|
Owner.EntityManager.RaiseEvent(Owner, new IconSmoothDirtyEvent(_lastPosition, SnapGrid.Offset, Mode));
|
|
_lastPosition = (Owner.Transform.GridID, SnapGrid.Position);
|
|
}
|
|
|
|
[SuppressMessage("ReSharper", "InconsistentNaming")]
|
|
public enum CornerLayers
|
|
{
|
|
SE,
|
|
NE,
|
|
NW,
|
|
SW,
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Controls the mode with which icon smoothing is calculated.
|
|
/// </summary>
|
|
[PublicAPI]
|
|
public enum IconSmoothingMode
|
|
{
|
|
/// <summary>
|
|
/// Each icon is made up of 4 corners, each of which can get a different state depending on
|
|
/// adjacent entities clockwise, counter-clockwise and diagonal with the corner.
|
|
/// </summary>
|
|
Corners,
|
|
|
|
/// <summary>
|
|
/// There are 16 icons, only one of which is used at once.
|
|
/// The icon selected is a bit field made up of the cardinal direction flags that have adjacent entities.
|
|
/// </summary>
|
|
CardinalFlags,
|
|
}
|
|
}
|