Files
tbd-station-14/Content.Client/Doors/AirlockVisualizer.cs
Alex Evgrashin df49c2fd57 Universal weldable component (#7955)
* Weldable component for door

* Content update

* Examine message

* Universal visualizer

* Small fix

* Entity storage

* Content

* Fixed test

* Update Content.Shared/Storage/SharedStorageComponent.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Fixed loc string

* Add public API to change welding time

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-05-09 15:51:52 +10:00

259 lines
10 KiB
C#

using System;
using Content.Client.Wires.Visualizers;
using Content.Shared.Doors.Components;
using JetBrains.Annotations;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Client.ResourceManagement;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Timing;
namespace Content.Client.Doors
{
[UsedImplicitly]
public sealed class AirlockVisualizer : AppearanceVisualizer, ISerializationHooks
{
[Dependency] private readonly IEntityManager _entMan = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IResourceCache _resourceCache = default!;
private const string AnimationKey = "airlock_animation";
[DataField("animationTime")]
private float _delay = 0.8f;
[DataField("denyAnimationTime")]
private float _denyDelay = 0.3f;
[DataField("emagAnimationTime")]
private float _delayEmag = 1.5f;
/// <summary>
/// Whether the maintenance panel is animated or stays static.
/// False for windoors.
/// </summary>
[DataField("animatedPanel")]
private bool _animatedPanel = true;
/// <summary>
/// Means the door is simply open / closed / opening / closing. No wires or access.
/// </summary>
[DataField("simpleVisuals")]
private bool _simpleVisuals = false;
/// <summary>
/// Whether the BaseUnlit layer should still be visible when the airlock
/// is opened.
/// </summary>
[DataField("openUnlitVisible")]
private bool _openUnlitVisible = false;
/// <summary>
/// Whether the door should have an emergency access layer
/// </summary>
[DataField("emergencyAccessLayer")]
private bool _emergencyAccessLayer = true;
private Animation CloseAnimation = default!;
private Animation OpenAnimation = default!;
private Animation DenyAnimation = default!;
private Animation EmaggingAnimation = default!;
void ISerializationHooks.AfterDeserialization()
{
IoCManager.InjectDependencies(this);
CloseAnimation = new Animation { Length = TimeSpan.FromSeconds(_delay) };
{
var flick = new AnimationTrackSpriteFlick();
CloseAnimation.AnimationTracks.Add(flick);
flick.LayerKey = DoorVisualLayers.Base;
flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame("closing", 0f));
if (!_simpleVisuals)
{
var flickUnlit = new AnimationTrackSpriteFlick();
CloseAnimation.AnimationTracks.Add(flickUnlit);
flickUnlit.LayerKey = DoorVisualLayers.BaseUnlit;
flickUnlit.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame("closing_unlit", 0f));
if (_animatedPanel)
{
var flickMaintenancePanel = new AnimationTrackSpriteFlick();
CloseAnimation.AnimationTracks.Add(flickMaintenancePanel);
flickMaintenancePanel.LayerKey = WiresVisualizer.WiresVisualLayers.MaintenancePanel;
flickMaintenancePanel.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame("panel_closing", 0f));
}
}
}
OpenAnimation = new Animation { Length = TimeSpan.FromSeconds(_delay) };
{
var flick = new AnimationTrackSpriteFlick();
OpenAnimation.AnimationTracks.Add(flick);
flick.LayerKey = DoorVisualLayers.Base;
flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame("opening", 0f));
if (!_simpleVisuals)
{
var flickUnlit = new AnimationTrackSpriteFlick();
OpenAnimation.AnimationTracks.Add(flickUnlit);
flickUnlit.LayerKey = DoorVisualLayers.BaseUnlit;
flickUnlit.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame("opening_unlit", 0f));
if (_animatedPanel)
{
var flickMaintenancePanel = new AnimationTrackSpriteFlick();
OpenAnimation.AnimationTracks.Add(flickMaintenancePanel);
flickMaintenancePanel.LayerKey = WiresVisualizer.WiresVisualLayers.MaintenancePanel;
flickMaintenancePanel.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame("panel_opening", 0f));
}
}
}
EmaggingAnimation = new Animation { Length = TimeSpan.FromSeconds(_delay) };
{
var flickUnlit = new AnimationTrackSpriteFlick();
EmaggingAnimation.AnimationTracks.Add(flickUnlit);
flickUnlit.LayerKey = DoorVisualLayers.BaseUnlit;
flickUnlit.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame("sparks", 0f));
}
if (!_simpleVisuals)
{
DenyAnimation = new Animation { Length = TimeSpan.FromSeconds(_denyDelay) };
{
var flick = new AnimationTrackSpriteFlick();
DenyAnimation.AnimationTracks.Add(flick);
flick.LayerKey = DoorVisualLayers.BaseUnlit;
flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame("deny_unlit", 0f));
}
}
}
public override void InitializeEntity(EntityUid entity)
{
if (!_entMan.HasComponent<AnimationPlayerComponent>(entity))
{
_entMan.AddComponent<AnimationPlayerComponent>(entity);
}
}
public override void OnChangeData(AppearanceComponent component)
{
// only start playing animations once.
if (!_gameTiming.IsFirstTimePredicted)
return;
base.OnChangeData(component);
var sprite = _entMan.GetComponent<ISpriteComponent>(component.Owner);
var animPlayer = _entMan.GetComponent<AnimationPlayerComponent>(component.Owner);
if (!component.TryGetData(DoorVisuals.State, out DoorState state))
{
state = DoorState.Closed;
}
var door = _entMan.GetComponent<DoorComponent>(component.Owner);
var unlitVisible = true;
var boltedVisible = false;
var emergencyLightsVisible = false;
if (component.TryGetData(DoorVisuals.BaseRSI, out string baseRsi))
{
if (!_resourceCache.TryGetResource<RSIResource>(SharedSpriteComponent.TextureRoot / baseRsi, out var res))
{
Logger.Error("Unable to load RSI '{0}'. Trace:\n{1}", baseRsi, Environment.StackTrace);
}
foreach (ISpriteLayer layer in sprite.AllLayers)
{
layer.Rsi = res?.RSI;
}
}
if (animPlayer.HasRunningAnimation(AnimationKey))
{
animPlayer.Stop(AnimationKey);
}
switch (state)
{
case DoorState.Open:
sprite.LayerSetState(DoorVisualLayers.Base, "open");
unlitVisible = _openUnlitVisible;
if (_openUnlitVisible && !_simpleVisuals)
{
sprite.LayerSetState(DoorVisualLayers.BaseUnlit, "open_unlit");
}
break;
case DoorState.Closed:
sprite.LayerSetState(DoorVisualLayers.Base, "closed");
if (!_simpleVisuals)
{
sprite.LayerSetState(DoorVisualLayers.BaseUnlit, "closed_unlit");
sprite.LayerSetState(DoorVisualLayers.BaseBolted, "bolted_unlit");
}
break;
case DoorState.Opening:
animPlayer.Play(OpenAnimation, AnimationKey);
break;
case DoorState.Closing:
if (door.CurrentlyCrushing.Count == 0)
animPlayer.Play(CloseAnimation, AnimationKey);
else
sprite.LayerSetState(DoorVisualLayers.Base, "closed");
break;
case DoorState.Denying:
animPlayer.Play(DenyAnimation, AnimationKey);
break;
case DoorState.Welded:
break;
case DoorState.Emagging:
animPlayer.Play(EmaggingAnimation, AnimationKey);
break;
default:
throw new ArgumentOutOfRangeException();
}
if (component.TryGetData(DoorVisuals.Powered, out bool powered) && !powered)
{
unlitVisible = false;
}
if (component.TryGetData(DoorVisuals.BoltLights, out bool lights) && lights)
{
boltedVisible = true;
}
if (component.TryGetData(DoorVisuals.EmergencyLights, out bool eaLights) && eaLights)
{
emergencyLightsVisible = true;
}
if (!_simpleVisuals)
{
sprite.LayerSetVisible(DoorVisualLayers.BaseUnlit, unlitVisible && state != DoorState.Closed && state != DoorState.Welded);
sprite.LayerSetVisible(DoorVisualLayers.BaseBolted, unlitVisible && boltedVisible);
if (_emergencyAccessLayer)
{
sprite.LayerSetVisible(DoorVisualLayers.BaseEmergencyAccess,
emergencyLightsVisible
&& state != DoorState.Open
&& state != DoorState.Opening
&& state != DoorState.Closing
&& unlitVisible);
}
}
}
}
public enum DoorVisualLayers : byte
{
Base,
BaseUnlit,
BaseBolted,
BaseEmergencyAccess,
}
}