Files
tbd-station-14/Content.Client/GameObjects/Components/Disposal/DisposalUnitVisualizer.cs
Paul Ritter 5c50b1f6ed Serialization v3 content PR (#3491)
* serv3 in shared pt 1

* beginning of deepclone api

* progress in implementing ideepclone & serv3 in content

* adds target

* its cant hurt you it cant hurt you

* more changes to content.server

* adds dataclasses

* almost there

* renamed & edited entry

* finishes refactoring content to use serv3

* gasmixture runtimes, next: reagentunit

* fucin hell that was an annoying one

* adds flags

* fixes some yaml errors

* removes comment

* fixes generic components for now

* removes todo
actually clones values my god paul
fixes bug involving resolving custom data classes from other proj
renames dataclass
fixes spritecomp
adds WithFormat.Constants support

* adds deepclone to ResistanceSet

* adds a bunch of deepclone implementations
adds a deepclone analyzer (TODO)
adds a deep clone fallback for classes & structs

* fixes a bunch of runtimes

* adds deepclone to entityuid

* adds generator to sln

* gets rid of warnings

* fixes

* argh

* componentdata refactors

* more deepclone impl

* heck me i reworked all of content deepclone

* renames custom dataclasstarget

* misc

* reworks prototypes

* deepclone nuke

* renamed customdataclass attribute

* fixes everything

* misc fixed

* the killcommit

* getting there

* changed yamlfieldattribute namespace

* adds back iselfserialize

* renames everything to data(field/definition)

* ouch

* Fix most errors on content

* Fix more errors in content

* Fix some components

* work on tests

* fixes some customdataclasses

* fuggin shit

* yes

* yeas

* Remove data classes

* Data field naming fixes

* arg

* Git resetti RobustToolbox

* Merge fixes

* General fixes

* Fix startup serialization errors

* Fix DamageContainerPrototype when supported classes or types are null

* Implement construction graph step type serializer

* Fix up construction serialization

* Fix up construction serialization part 2

* Fix null list in technology database component

* Fix body serialization

* Fix entity storage serialization

* Fix actions serialization

* Fix AI serialization

* Fix reaction serialization

* Fix body serialization

* Fix grid atmosphere serialization

* Rename IServ3Manager to ISerializationManager

* Convert every non generic serializer to the new format, general fixes

* Serialization and body system fix

* pushinheritance fix

* Update all prototypes to have a parent and have consistent id/parent properties

* Merge fixes

* smh my head

* cuddling slaps

* Content commit for engine PR

* stuff

* more fixes

* argh

* yes even you are fixed

* changelog fixes

* fixes seeds

* argh

* Test fixes

* Add writing for alert order prototype

* Fix alert order writing

* FIX

* its been alot ok

* Fix the rest of the visualizers

* Fix server alerts component tests

* Fix alert prototype tests not using the read value

* Fix alert prototype tests initializing serialization multiple times

* THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA

* Add ImplicitDataDefinitionForInheritors to IMechanismBehavior
Fixes the behaviors not being found

* Fix NRE in strap component
Good night to the 1 buckle optimization

* Fix clothing component slot flags serialization tag

* Fix body component in all components test

* Merge fixes

* ffs

* Make construction graph prototype use serialization hooks

* human yaml linted

* a

* Do the thing for construction

* stuff

* a

* monke see yaml linter

* LINT HARDER

* Remove redundant todo

* yes

* Add skip hook argument to readers and copiers

* we gamin

* test/datafield fixes

* adds more verbose validation

* moves linter to action

* Improve construction graph step type serializer error message

* Fix ammo box component NRE

* gamin

* some updates to the linter

* yes

* removes that test

* misc fixes

* array fix
priority fix
misc fixes

* adds proper info the validation

* adds alwaysrelevant usa

* Make yaml linter take half as long to run (~50% less)

* Make yaml linter 5 times faster (~80% less execution time)

* based vera being based

* fixes mapsaving

* warning cleanup & moves surpressor

* removes old msbuild targets

* Revert "Make yaml linter 5 times faster (~80% less execution time)"

This reverts commit 3e6091359a26252c3e98828199553de668031c63.

* Add -nowarn to yaml linter run configuration

* Improve yaml linter message feedback

* Make dependencies an argument instead of a property on the serialization manager

* yamllinting slaps

* Clean up type serializers

* Move yaml linter code to its own method

* Fix yaml errors

* Change yaml linter action name and remove -nowarn

* yaml linter please shut

* Git resetti robust toolbox

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2021-03-05 01:08:38 +01:00

168 lines
5.6 KiB
C#

using System;
using JetBrains.Annotations;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using static Content.Shared.GameObjects.Components.Disposal.SharedDisposalUnitComponent;
namespace Content.Client.GameObjects.Components.Disposal
{
[UsedImplicitly]
public class DisposalUnitVisualizer : AppearanceVisualizer, ISerializationHooks
{
private const string AnimationKey = "disposal_unit_animation";
[DataField("state_anchored", required: true)]
private string _stateAnchored;
[DataField("state_unanchored", required: true)]
private string _stateUnAnchored;
[DataField("state_charging", required: true)]
private string _stateCharging;
[DataField("overlay_charging", required: true)]
private string _overlayCharging;
[DataField("overlay_ready", required: true)]
private string _overlayReady;
[DataField("overlay_full", required: true)]
private string _overlayFull;
[DataField("overlay_engaged", required: true)]
private string _overlayEngaged;
[DataField("state_flush", required: true)]
private string _stateFlush;
[DataField("flush_sound", required: true)]
private string _flushSound;
[DataField("flush_time", required: true)]
private float _flushTime;
private Animation _flushAnimation;
void ISerializationHooks.AfterDeserialization()
{
_flushAnimation = new Animation {Length = TimeSpan.FromSeconds(_flushTime)};
var flick = new AnimationTrackSpriteFlick();
_flushAnimation.AnimationTracks.Add(flick);
flick.LayerKey = DisposalUnitVisualLayers.Base;
flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame(_stateFlush, 0));
var sound = new AnimationTrackPlaySound();
_flushAnimation.AnimationTracks.Add(sound);
sound.KeyFrames.Add(new AnimationTrackPlaySound.KeyFrame(_flushSound, 0));
}
private void ChangeState(AppearanceComponent appearance)
{
if (!appearance.TryGetData(Visuals.VisualState, out VisualState state))
{
return;
}
if (!appearance.Owner.TryGetComponent(out ISpriteComponent sprite))
{
return;
}
switch (state)
{
case VisualState.UnAnchored:
sprite.LayerSetState(DisposalUnitVisualLayers.Base, _stateUnAnchored);
break;
case VisualState.Anchored:
sprite.LayerSetState(DisposalUnitVisualLayers.Base, _stateAnchored);
break;
case VisualState.Charging:
sprite.LayerSetState(DisposalUnitVisualLayers.Base, _stateCharging);
break;
case VisualState.Flushing:
sprite.LayerSetState(DisposalUnitVisualLayers.Base, _stateAnchored);
var animPlayer = appearance.Owner.GetComponent<AnimationPlayerComponent>();
if (!animPlayer.HasRunningAnimation(AnimationKey))
{
animPlayer.Play(_flushAnimation, AnimationKey);
}
break;
default:
throw new ArgumentOutOfRangeException();
}
if (!appearance.TryGetData(Visuals.Handle, out HandleState handleState))
{
handleState = HandleState.Normal;
}
sprite.LayerSetVisible(DisposalUnitVisualLayers.Handle, handleState != HandleState.Normal);
switch (handleState)
{
case HandleState.Normal:
break;
case HandleState.Engaged:
sprite.LayerSetState(DisposalUnitVisualLayers.Handle, _overlayEngaged);
break;
default:
throw new ArgumentOutOfRangeException();
}
if (!appearance.TryGetData(Visuals.Light, out LightState lightState))
{
lightState = LightState.Off;
}
sprite.LayerSetVisible(DisposalUnitVisualLayers.Light, lightState != LightState.Off);
switch (lightState)
{
case LightState.Off:
break;
case LightState.Charging:
sprite.LayerSetState(DisposalUnitVisualLayers.Light, _overlayCharging);
break;
case LightState.Full:
sprite.LayerSetState(DisposalUnitVisualLayers.Light, _overlayFull);
break;
case LightState.Ready:
sprite.LayerSetState(DisposalUnitVisualLayers.Light, _overlayReady);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
public override void InitializeEntity(IEntity entity)
{
base.InitializeEntity(entity);
entity.EnsureComponent<AnimationPlayerComponent>();
var appearance = entity.EnsureComponent<AppearanceComponent>();
ChangeState(appearance);
}
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
ChangeState(component);
}
}
public enum DisposalUnitVisualLayers : byte
{
Base,
Handle,
Light
}
}