Files
tbd-station-14/Content.Client/Effects/ColorFlashEffectSystem.cs
2023-09-11 09:42:41 +10:00

121 lines
3.8 KiB
C#

using Content.Shared.Effects;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.Animations;
using Robust.Shared.Player;
using Robust.Shared.Timing;
namespace Content.Client.Effects;
public sealed class ColorFlashEffectSystem : SharedColorFlashEffectSystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly AnimationPlayerSystem _animation = default!;
/// <summary>
/// It's a little on the long side but given we use multiple colours denoting what happened it makes it easier to register.
/// </summary>
private const float AnimationLength = 0.30f;
private const string AnimationKey = "color-flash-effect";
public override void Initialize()
{
base.Initialize();
SubscribeAllEvent<ColorFlashEffectEvent>(OnColorFlashEffect);
SubscribeLocalEvent<ColorFlashEffectComponent, AnimationCompletedEvent>(OnEffectAnimationCompleted);
}
public override void RaiseEffect(Color color, List<EntityUid> entities, Filter filter)
{
if (!_timing.IsFirstTimePredicted)
return;
OnColorFlashEffect(new ColorFlashEffectEvent(color, GetNetEntityList(entities)));
}
private void OnEffectAnimationCompleted(EntityUid uid, ColorFlashEffectComponent component, AnimationCompletedEvent args)
{
if (args.Key != AnimationKey)
return;
if (TryComp<SpriteComponent>(uid, out var sprite))
{
sprite.Color = component.Color;
}
RemCompDeferred<ColorFlashEffectComponent>(uid);
}
private Animation? GetDamageAnimation(EntityUid uid, Color color, SpriteComponent? sprite = null)
{
if (!Resolve(uid, ref sprite, false))
return null;
// 90% of them are going to be this so why allocate a new class.
return new Animation
{
Length = TimeSpan.FromSeconds(AnimationLength),
AnimationTracks =
{
new AnimationTrackComponentProperty
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Color),
InterpolationMode = AnimationInterpolationMode.Linear,
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(color, 0f),
new AnimationTrackProperty.KeyFrame(sprite.Color, AnimationLength)
}
}
}
};
}
private void OnColorFlashEffect(ColorFlashEffectEvent ev)
{
var color = ev.Color;
foreach (var nent in ev.Entities)
{
var ent = GetEntity(nent);
if (Deleted(ent))
{
continue;
}
var player = EnsureComp<AnimationPlayerComponent>(ent);
player.NetSyncEnabled = false;
// Need to stop the existing animation first to ensure the sprite color is fixed.
// Otherwise we might lerp to a red colour instead.
if (_animation.HasRunningAnimation(ent, player, AnimationKey))
{
_animation.Stop(ent, player, AnimationKey);
}
if (!TryComp<SpriteComponent>(ent, out var sprite))
{
continue;
}
if (TryComp<ColorFlashEffectComponent>(ent, out var effect))
{
sprite.Color = effect.Color;
}
var animation = GetDamageAnimation(ent, color, sprite);
if (animation == null)
continue;
var comp = EnsureComp<ColorFlashEffectComponent>(ent);
comp.NetSyncEnabled = false;
comp.Color = sprite.Color;
_animation.Play(player, animation, AnimationKey);
}
}
}