* Make flashlights, atmos hardsuit, and RGB use the new layer features * avoid self-conflict * fix rgb not updating on add * cleanup * Update Content.Client/Light/RgbLightControllerSystem.cs Co-authored-by: mirrorcult <lunarautomaton6@gmail.com> * cleanup diff Co-authored-by: mirrorcult <lunarautomaton6@gmail.com>
136 lines
4.5 KiB
C#
136 lines
4.5 KiB
C#
using Content.Client.Items.Components;
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using Content.Shared.Hands.Components;
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using Content.Shared.Light.Component;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.Analyzers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Timing;
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using System.Collections.Generic;
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using static Robust.Client.UserInterface.Controls.BoxContainer;
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using static Robust.Shared.GameObjects.SharedSpriteComponent;
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namespace Content.Client.Light.Components
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{
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[RegisterComponent]
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[Friend(typeof(HandheldLightSystem))]
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public sealed class HandheldLightComponent : SharedHandheldLightComponent, IItemStatus
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{
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public byte? Level;
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public bool Activated;
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/// <summary>
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/// Whether to automatically set item-prefixes when toggling the flashlight.
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/// </summary>
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/// <remarks>
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/// Flashlights should probably be using explicit unshaded sprite, in-hand and clothing layers, this is
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/// mostly here for backwards compatibility.
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/// </remarks>
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[DataField("addPrefix")]
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public bool AddPrefix = false;
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/// <summary>
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/// Sprite layer that will have it's visibility toggled when this item is toggled.
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/// </summary>
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[DataField("layer")]
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public string Layer = "light";
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/// <summary>
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/// Layers to add to the sprite of the player that is holding this entity.
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/// </summary>
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[DataField("inhandVisuals")]
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public Dictionary<HandLocation, List<PrototypeLayerData>> InhandVisuals = new();
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/// <summary>
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/// Layers to add to the sprite of the player that is wearing this entity.
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/// </summary>
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[DataField("clothingVisuals")]
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public readonly Dictionary<string, List<PrototypeLayerData>> ClothingVisuals = new();
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public Color Color { get; internal set; }
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public Control MakeControl()
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{
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return new StatusControl(this);
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}
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private sealed class StatusControl : Control
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{
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private const float TimerCycle = 1;
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private readonly HandheldLightComponent _parent;
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private readonly PanelContainer[] _sections = new PanelContainer[StatusLevels - 1];
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private float _timer;
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private static readonly StyleBoxFlat StyleBoxLit = new()
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{
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BackgroundColor = Color.LimeGreen
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};
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private static readonly StyleBoxFlat StyleBoxUnlit = new()
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{
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BackgroundColor = Color.Black
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};
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public StatusControl(HandheldLightComponent parent)
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{
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_parent = parent;
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var wrapper = new BoxContainer
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{
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Orientation = LayoutOrientation.Horizontal,
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SeparationOverride = 4,
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HorizontalAlignment = HAlignment.Center
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};
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AddChild(wrapper);
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for (var i = 0; i < _sections.Length; i++)
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{
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var panel = new PanelContainer {MinSize = (20, 20)};
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wrapper.AddChild(panel);
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_sections[i] = panel;
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}
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}
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protected override void FrameUpdate(FrameEventArgs args)
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{
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base.FrameUpdate(args);
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_timer += args.DeltaSeconds;
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_timer %= TimerCycle;
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var level = _parent.Level;
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for (var i = 0; i < _sections.Length; i++)
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{
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if (i == 0)
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{
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if (level == 0 || level == null)
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{
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_sections[0].PanelOverride = StyleBoxUnlit;
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}
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else if (level == 1)
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{
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// Flash the last light.
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_sections[0].PanelOverride = _timer > TimerCycle / 2 ? StyleBoxLit : StyleBoxUnlit;
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}
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else
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{
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_sections[0].PanelOverride = StyleBoxLit;
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}
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continue;
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}
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_sections[i].PanelOverride = level >= i + 2 ? StyleBoxLit : StyleBoxUnlit;
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}
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}
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}
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}
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}
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