234 lines
9.1 KiB
C#
234 lines
9.1 KiB
C#
using System;
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using Content.Client.Wires.Visualizers;
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using Content.Shared.Doors.Components;
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using JetBrains.Annotations;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Timing;
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namespace Content.Client.Doors
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{
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[UsedImplicitly]
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public sealed class AirlockVisualizer : AppearanceVisualizer, ISerializationHooks
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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private const string AnimationKey = "airlock_animation";
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[DataField("animationTime")]
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private float _delay = 0.8f;
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[DataField("denyAnimationTime")]
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private float _denyDelay = 0.3f;
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/// <summary>
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/// Whether the maintenance panel is animated or stays static.
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/// False for windoors.
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/// </summary>
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[DataField("animatedPanel")]
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private bool _animatedPanel = true;
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/// <summary>
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/// Means the door is simply open / closed / opening / closing. No wires or access.
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/// </summary>
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[DataField("simpleVisuals")]
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private bool _simpleVisuals = false;
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/// <summary>
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/// Whether the BaseUnlit layer should still be visible when the airlock
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/// is opened.
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/// </summary>
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[DataField("openUnlitVisible")]
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private bool _openUnlitVisible = false;
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/// <summary>
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/// Whether the door should have an emergency access layer
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/// </summary>
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[DataField("emergencyAccessLayer")]
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private bool _emergencyAccessLayer = true;
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private Animation CloseAnimation = default!;
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private Animation OpenAnimation = default!;
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private Animation DenyAnimation = default!;
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void ISerializationHooks.AfterDeserialization()
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{
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IoCManager.InjectDependencies(this);
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CloseAnimation = new Animation {Length = TimeSpan.FromSeconds(_delay)};
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{
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var flick = new AnimationTrackSpriteFlick();
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CloseAnimation.AnimationTracks.Add(flick);
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flick.LayerKey = DoorVisualLayers.Base;
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flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame("closing", 0f));
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if (!_simpleVisuals)
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{
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var flickUnlit = new AnimationTrackSpriteFlick();
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CloseAnimation.AnimationTracks.Add(flickUnlit);
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flickUnlit.LayerKey = DoorVisualLayers.BaseUnlit;
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flickUnlit.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame("closing_unlit", 0f));
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if (_animatedPanel)
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{
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var flickMaintenancePanel = new AnimationTrackSpriteFlick();
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CloseAnimation.AnimationTracks.Add(flickMaintenancePanel);
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flickMaintenancePanel.LayerKey = WiresVisualizer.WiresVisualLayers.MaintenancePanel;
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flickMaintenancePanel.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame("panel_closing", 0f));
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}
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}
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}
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OpenAnimation = new Animation {Length = TimeSpan.FromSeconds(_delay)};
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{
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var flick = new AnimationTrackSpriteFlick();
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OpenAnimation.AnimationTracks.Add(flick);
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flick.LayerKey = DoorVisualLayers.Base;
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flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame("opening", 0f));
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if (!_simpleVisuals)
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{
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var flickUnlit = new AnimationTrackSpriteFlick();
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OpenAnimation.AnimationTracks.Add(flickUnlit);
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flickUnlit.LayerKey = DoorVisualLayers.BaseUnlit;
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flickUnlit.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame("opening_unlit", 0f));
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if (_animatedPanel)
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{
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var flickMaintenancePanel = new AnimationTrackSpriteFlick();
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OpenAnimation.AnimationTracks.Add(flickMaintenancePanel);
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flickMaintenancePanel.LayerKey = WiresVisualizer.WiresVisualLayers.MaintenancePanel;
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flickMaintenancePanel.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame("panel_opening", 0f));
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}
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}
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}
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if (!_simpleVisuals)
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{
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DenyAnimation = new Animation {Length = TimeSpan.FromSeconds(_denyDelay)};
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{
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var flick = new AnimationTrackSpriteFlick();
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DenyAnimation.AnimationTracks.Add(flick);
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flick.LayerKey = DoorVisualLayers.BaseUnlit;
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flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame("deny_unlit", 0f));
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}
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}
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}
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public override void InitializeEntity(EntityUid entity)
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{
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if (!_entMan.HasComponent<AnimationPlayerComponent>(entity))
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{
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_entMan.AddComponent<AnimationPlayerComponent>(entity);
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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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// only start playing animations once.
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if (!_gameTiming.IsFirstTimePredicted)
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return;
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base.OnChangeData(component);
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var sprite = _entMan.GetComponent<ISpriteComponent>(component.Owner);
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var animPlayer = _entMan.GetComponent<AnimationPlayerComponent>(component.Owner);
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if (!component.TryGetData(DoorVisuals.State, out DoorState state))
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{
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state = DoorState.Closed;
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}
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var door = _entMan.GetComponent<DoorComponent>(component.Owner);
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var unlitVisible = true;
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var boltedVisible = false;
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var weldedVisible = false;
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var emergencyLightsVisible = false;
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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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switch (state)
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{
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case DoorState.Open:
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sprite.LayerSetState(DoorVisualLayers.Base, "open");
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unlitVisible = _openUnlitVisible;
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if (_openUnlitVisible && !_simpleVisuals)
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{
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sprite.LayerSetState(DoorVisualLayers.BaseUnlit, "open_unlit");
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}
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break;
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case DoorState.Closed:
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sprite.LayerSetState(DoorVisualLayers.Base, "closed");
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if (!_simpleVisuals)
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{
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sprite.LayerSetState(DoorVisualLayers.BaseUnlit, "closed_unlit");
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sprite.LayerSetState(DoorVisualLayers.BaseBolted, "bolted_unlit");
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}
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break;
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case DoorState.Opening:
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animPlayer.Play(OpenAnimation, AnimationKey);
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break;
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case DoorState.Closing:
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if (door.CurrentlyCrushing.Count == 0)
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animPlayer.Play(CloseAnimation, AnimationKey);
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else
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sprite.LayerSetState(DoorVisualLayers.Base, "closed");
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break;
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case DoorState.Denying:
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animPlayer.Play(DenyAnimation, AnimationKey);
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break;
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case DoorState.Welded:
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weldedVisible = true;
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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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if (component.TryGetData(DoorVisuals.Powered, out bool powered) && !powered)
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{
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unlitVisible = false;
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}
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if (component.TryGetData(DoorVisuals.BoltLights, out bool lights) && lights)
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{
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boltedVisible = true;
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}
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if (component.TryGetData(DoorVisuals.EmergencyLights, out bool eaLights) && eaLights)
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{
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emergencyLightsVisible = true;
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}
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if (!_simpleVisuals)
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{
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sprite.LayerSetVisible(DoorVisualLayers.BaseUnlit, unlitVisible && state != DoorState.Closed && state != DoorState.Welded);
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sprite.LayerSetVisible(DoorVisualLayers.BaseWelded, weldedVisible);
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sprite.LayerSetVisible(DoorVisualLayers.BaseBolted, unlitVisible && boltedVisible);
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if (_emergencyAccessLayer)
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{
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sprite.LayerSetVisible(DoorVisualLayers.BaseEmergencyAccess,
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emergencyLightsVisible
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&& state != DoorState.Open
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&& state != DoorState.Opening
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&& state != DoorState.Closing
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&& unlitVisible);
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}
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}
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}
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}
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public enum DoorVisualLayers : byte
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{
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Base,
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BaseUnlit,
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BaseWelded,
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BaseBolted,
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BaseEmergencyAccess,
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}
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}
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