Files
tbd-station-14/Content.Client/Damage/DamageVisualizer.cs
Vera Aguilera Puerto 680ad72939 And a bunch more.
2021-12-08 12:19:45 +01:00

874 lines
36 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.FixedPoint;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Reflection;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
// apologies in advance for all the != null checks,
// my IDE wouldn't stop complaining about these
namespace Content.Client.Damage
{
/// <summary>
/// A simple visualizer for any entity with a DamageableComponent
/// to display the status of how damaged it is.
///
/// Can either be an overlay for an entity, or target multiple
/// layers on the same entity.
///
/// This can be disabled dynamically by passing into SetData,
/// key DamageVisualizerKeys.Disabled, value bool
/// (DamageVisualizerKeys lives in Content.Shared.Damage)
///
/// Damage layers, if targetting layers, can also be dynamically
/// disabled if needed by passing into SetData, the name/enum
/// of the sprite layer, and then passing in a bool value
/// (true to enable, false to disable).
/// </summary>
public class DamageVisualizer : AppearanceVisualizer
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
private const string _name = "DamageVisualizer";
/// <summary>
/// Damage thresholds between damage state changes.
///
/// If there are any negative thresholds, or there is
/// less than one threshold, the visualizer is marked
/// as invalid.
/// </summary>
/// <remarks>
/// A 'zeroth' threshold is automatically added,
/// and this list is automatically sorted for
/// efficiency beforehand. As such, the zeroth
/// threshold is not required - and negative
/// thresholds are automatically caught as
/// invalid. The zeroth threshold automatically
/// sets all layers to invisible, so a sprite
/// isn't required for it.
/// </remarks>
[DataField("thresholds", required: true)]
private List<FixedPoint2> _thresholds = new();
/// <summary>
/// Layers to target, by layerMapKey.
/// If a target layer map key is invalid
/// (in essence, undefined), then the target
/// layer is removed from the list for efficiency.
///
/// If no layers are valid, then the visualizer
/// is marked as invalid.
///
/// If this is not defined, however, the visualizer
/// instead adds an overlay to the sprite.
/// </summary>
/// <remarks>
/// Layers can be disabled here by passing
/// the layer's name as a key to SetData,
/// and passing in a bool set to either 'false'
/// to disable it, or 'true' to enable it.
/// Setting the layer as disabled will make it
/// completely invisible.
/// </remarks>
[DataField("targetLayers")]
private List<string>? _targetLayers;
/// <summary>
/// The actual sprites for every damage group
/// that the entity should display visually.
///
/// This is keyed by a damage group identifier
/// (for example, Brute), and has a value
/// of a DamageVisualizerSprite (see below)
/// </summary>
[DataField("damageOverlayGroups")]
private readonly Dictionary<string, DamageVisualizerSprite>? _damageOverlayGroups;
/// <summary>
/// Sets if you want sprites to overlay the
/// entity when damaged, or if you would
/// rather have each target layer's state
/// replaced by a different state
/// within its RSI.
///
/// This cannot be set to false if:
/// - There are no target layers
/// - There is no damage group
/// </summary>
[DataField("overlay")]
private readonly bool _overlay = true;
/// <summary>
/// A single damage group to target.
/// This should only be defined if
/// overlay is set to false.
/// If this is defined with damageSprites,
/// this will be ignored.
/// </summary>
/// <remarks>
/// This is here because otherwise,
/// you would need several permutations
/// of group sprites depending on
/// what kind of damage combination
/// you would want, on which threshold.
/// </remarks>
[DataField("damageGroup")]
private readonly string? _damageGroup;
/// <summary>
/// Set this if you want incoming damage to be
/// divided.
/// </summary>
/// <remarks>
/// This is more useful if you have similar
/// damage sprites inbetween entities,
/// but with different damage thresholds
/// and you want to avoid duplicating
/// these sprites.
/// </remarks>
[DataField("damageDivisor")]
private float _divisor = 1;
/// <summary>
/// Set this to track all damage, instead of specific groups.
/// </summary>
/// <remarks>
/// This will only work if you have damageOverlay
/// defined - otherwise, it will not work.
/// </remarks>
[DataField("trackAllDamage")]
private readonly bool _trackAllDamage = false;
/// <summary>
/// This is the overlay sprite used, if _trackAllDamage is
/// enabled. Supports no complex per-group layering,
/// just an actually simple damage overlay. See
/// DamageVisualizerSprite for more information.
/// </summary>
[DataField("damageOverlay")]
private readonly DamageVisualizerSprite? _damageOverlay;
// deals with the edge case of human damage visuals not
// being in color without making a Dict<Dict<Dict<Dict<Dict<Dict...
[DataDefinition]
internal class DamageVisualizerSprite
{
/// <summary>
/// The RSI path for the damage visualizer
/// group overlay.
/// </summary>
/// <remarks>
/// States in here will require one of four
/// forms:
///
/// If tracking damage groups:
/// - {base_state}_{group}_{threshold} if targetting
/// a static layer on a sprite (either as an
/// overlay or as a state change)
/// - DamageOverlay_{group}_{threshold} if not
/// targetting a layer on a sprite.
///
/// If not tracking damage groups:
/// - {base_state}_{threshold} if it is targetting
/// a layer
/// - DamageOverlay_{threshold} if not targetting
/// a layer.
/// </remarks>
[DataField("sprite", required: true)]
public readonly string Sprite = default!;
/// <summary>
/// The color of this sprite overlay.
/// Supports only hexadecimal format.
/// </summary>
[DataField("color")]
public readonly string? Color;
}
public DamageVisualizer()
{
IoCManager.InjectDependencies(this);
}
public override void InitializeEntity(EntityUid entity)
{
base.InitializeEntity(entity);
var damageData = _entityManager.EnsureComponent<DamageVisualizerDataComponent>(entity);
VerifyVisualizerSetup(entity, damageData);
if (damageData.Valid)
InitializeVisualizer(entity, damageData);
}
private void VerifyVisualizerSetup(EntityUid entity, DamageVisualizerDataComponent damageData)
{
if (_thresholds.Count < 1)
{
Logger.ErrorS(_name, $"Thresholds were invalid for entity {entity}. Thresholds: {_thresholds}");
damageData.Valid = false;
return;
}
if (_divisor == 0)
{
Logger.ErrorS(_name, $"Divisor for {entity} is set to zero.");
damageData.Valid = false;
return;
}
if (_overlay)
{
if (_damageOverlayGroups == null && _damageOverlay == null)
{
Logger.ErrorS(_name, $"Enabled overlay without defined damage overlay sprites on {entity}.");
damageData.Valid = false;
return;
}
if (_trackAllDamage && _damageOverlay == null)
{
Logger.ErrorS(_name, $"Enabled all damage tracking without a damage overlay sprite on {entity}.");
damageData.Valid = false;
return;
}
if (!_trackAllDamage && _damageOverlay != null)
{
Logger.WarningS(_name, $"Disabled all damage tracking with a damage overlay sprite on {entity}.");
damageData.Valid = false;
return;
}
if (_trackAllDamage && _damageOverlayGroups != null)
{
Logger.WarningS(_name, $"Enabled all damage tracking with damage overlay groups on {entity}.");
damageData.Valid = false;
return;
}
}
else if (!_overlay)
{
if (_targetLayers == null)
{
Logger.ErrorS(_name, $"Disabled overlay without target layers on {entity}.");
damageData.Valid = false;
return;
}
if (_damageOverlayGroups != null || _damageOverlay != null)
{
Logger.ErrorS(_name, $"Disabled overlay with defined damage overlay sprites on {entity}.");
damageData.Valid = false;
return;
}
if (_damageGroup == null)
{
Logger.ErrorS(_name, $"Disabled overlay without defined damage group on {entity}.");
damageData.Valid = false;
return;
}
}
if (_damageOverlayGroups != null && _damageGroup != null)
{
Logger.WarningS(_name, $"Damage overlay sprites and damage group are both defined on {entity}.");
}
if (_damageOverlay != null && _damageGroup != null)
{
Logger.WarningS(_name, $"Damage overlay sprites and damage group are both defined on {entity}.");
}
}
private void InitializeVisualizer(EntityUid entity, DamageVisualizerDataComponent damageData)
{
if (!_entityManager.TryGetComponent(entity, out SpriteComponent? spriteComponent)
|| !_entityManager.TryGetComponent<DamageableComponent?>(entity, out var damageComponent)
|| !_entityManager.HasComponent<AppearanceComponent>(entity))
return;
_thresholds.Add(FixedPoint2.Zero);
_thresholds.Sort();
if (_thresholds[0] != 0)
{
Logger.ErrorS(_name, $"Thresholds were invalid for entity {entity}. Thresholds: {_thresholds}");
damageData.Valid = false;
return;
}
// If the damage container on our entity's DamageableComponent
// is not null, we can try to check through its groups.
if (damageComponent.DamageContainerID != null
&& _prototypeManager.TryIndex<DamageContainerPrototype>(damageComponent.DamageContainerID, out var damageContainer))
{
// Are we using damage overlay sprites by group?
// Check if the container matches the supported groups,
// and start cacheing the last threshold.
if (_damageOverlayGroups != null)
{
foreach (string damageType in _damageOverlayGroups.Keys)
{
if (!damageContainer.SupportedGroups.Contains(damageType))
{
Logger.ErrorS(_name, $"Damage key {damageType} was invalid for entity {entity}.");
damageData.Valid = false;
return;
}
damageData.LastThresholdPerGroup.Add(damageType, FixedPoint2.Zero);
}
}
// Are we tracking a single damage group without overlay instead?
// See if that group is in our entity's damage container.
else if (!_overlay && _damageGroup != null)
{
if (!damageContainer.SupportedGroups.Contains(_damageGroup))
{
Logger.ErrorS(_name, $"Damage keys were invalid for entity {entity}.");
damageData.Valid = false;
return;
}
damageData.LastThresholdPerGroup.Add(_damageGroup, FixedPoint2.Zero);
}
}
// Ditto above, but instead we go through every group.
else // oh boy! time to enumerate through every single group!
{
var damagePrototypeIdList = _prototypeManager.EnumeratePrototypes<DamageGroupPrototype>()
.Select((p, _) => p.ID)
.ToList();
if (_damageOverlayGroups != null)
foreach (string damageType in _damageOverlayGroups.Keys)
{
if (!damagePrototypeIdList.Contains(damageType))
{
Logger.ErrorS(_name, $"Damage keys were invalid for entity {entity}.");
damageData.Valid = false;
return;
}
damageData.LastThresholdPerGroup.Add(damageType, FixedPoint2.Zero);
}
else if (_damageGroup != null)
{
if (!damagePrototypeIdList.Contains(_damageGroup))
{
Logger.ErrorS(_name, $"Damage keys were invalid for entity {entity}.");
damageData.Valid = false;
return;
}
damageData.LastThresholdPerGroup.Add(_damageGroup, FixedPoint2.Zero);
}
}
// If we're targetting any layers, and the amount of
// layers is greater than zero, we start reserving
// all the layers needed to track damage groups
// on the entity.
if (_targetLayers != null && _targetLayers.Count > 0)
{
// This should ensure that the layers we're targetting
// are valid for the visualizer's use.
//
// If the layer doesn't have a base state, or
// the layer key just doesn't exist, we skip it.
foreach (var keyString in _targetLayers)
{
object key;
if (IoCManager.Resolve<IReflectionManager>().TryParseEnumReference(keyString, out var @enum))
{
key = @enum;
}
else
{
key = keyString;
}
if (!spriteComponent.LayerMapTryGet(key, out int index)
|| spriteComponent.LayerGetState(index).ToString() == null)
{
Logger.WarningS(_name, $"Layer at key {key} was invalid for entity {entity}.");
continue;
}
damageData.TargetLayerMapKeys.Add(key);
};
// Similar to damage overlay groups, if none of the targetted
// sprite layers could be used, we display an error and
// invalidate the visualizer without crashing.
if (damageData.TargetLayerMapKeys.Count == 0)
{
Logger.ErrorS(_name, $"Target layers were invalid for entity {entity}.");
damageData.Valid = false;
return;
}
// Otherwise, we start reserving layers. Since the filtering
// loop above ensures that all of these layers are not null,
// and have valid state IDs, there should be no issues.
foreach (object layer in damageData.TargetLayerMapKeys)
{
int layerCount = spriteComponent.AllLayers.Count();
int index = spriteComponent.LayerMapGet(layer);
string layerState = spriteComponent.LayerGetState(index)!.ToString()!;
if (index + 1 != layerCount)
{
index += 1;
}
damageData.LayerMapKeyStates.Add(layer, layerState);
// If we're an overlay, and we're targetting groups,
// we reserve layers per damage group.
if (_overlay && _damageOverlayGroups != null)
{
foreach (var (group, sprite) in _damageOverlayGroups)
{
AddDamageLayerToSprite(spriteComponent,
sprite,
$"{layerState}_{group}_{_thresholds[1]}",
$"{layer}{group}",
index);
}
damageData.DisabledLayers.Add(layer, false);
}
// If we're not targetting groups, and we're still
// using an overlay, we instead just add a general
// overlay that reflects on how much damage
// was taken.
else if (_damageOverlay != null)
{
AddDamageLayerToSprite(spriteComponent,
_damageOverlay,
$"{layerState}_{_thresholds[1]}",
$"{layer}trackDamage",
index);
damageData.DisabledLayers.Add(layer, false);
}
}
}
// If we're not targetting layers, however,
// we should ensure that we instead
// reserve it as an overlay.
else
{
if (_damageOverlayGroups != null)
{
foreach (var (group, sprite) in _damageOverlayGroups)
{
AddDamageLayerToSprite(spriteComponent,
sprite,
$"DamageOverlay_{group}_{_thresholds[1]}",
$"DamageOverlay{group}");
damageData.TopMostLayerKey = $"DamageOverlay{group}";
}
}
else if (_damageOverlay != null)
{
AddDamageLayerToSprite(spriteComponent,
_damageOverlay,
$"DamageOverlay_{_thresholds[1]}",
"DamageOverlay");
damageData.TopMostLayerKey = $"DamageOverlay";
}
}
}
/// <summary>
/// Adds a damage tracking layer to a given sprite component.
/// </summary>
private void AddDamageLayerToSprite(SpriteComponent spriteComponent, DamageVisualizerSprite sprite, string state, string mapKey, int? index = null)
{
int newLayer = spriteComponent.AddLayer(
new SpriteSpecifier.Rsi(
new ResourcePath(sprite.Sprite), state
), index);
spriteComponent.LayerMapSet(mapKey, newLayer);
if (sprite.Color != null)
spriteComponent.LayerSetColor(newLayer, Color.FromHex(sprite.Color));
spriteComponent.LayerSetVisible(newLayer, false);
}
public override void OnChangeData(AppearanceComponent component)
{
var entities = _entityManager;
if (!entities.TryGetComponent(component.Owner, out DamageVisualizerDataComponent damageData))
return;
if (!damageData.Valid)
return;
// If this was passed into the component, we update
// the data to ensure that the current disabled
// bool matches.
if (component.TryGetData<bool>(DamageVisualizerKeys.Disabled, out var disabledStatus))
if (disabledStatus != damageData.Disabled)
damageData.Disabled = disabledStatus;
if (damageData.Disabled)
return;
HandleDamage(component, damageData);
}
private void HandleDamage(AppearanceComponent component, DamageVisualizerDataComponent damageData)
{
var entities = _entityManager;
if (!entities.TryGetComponent(component.Owner, out SpriteComponent spriteComponent)
|| !entities.TryGetComponent(component.Owner, out DamageableComponent damageComponent))
return;
if (_targetLayers != null && _damageOverlayGroups != null)
UpdateDisabledLayers(spriteComponent, component, damageData);
if (_overlay && _damageOverlayGroups != null && _targetLayers == null)
CheckOverlayOrdering(spriteComponent, damageData);
if (component.TryGetData<bool>(DamageVisualizerKeys.ForceUpdate, out bool update)
&& update)
{
ForceUpdateLayers(damageComponent, spriteComponent, damageData);
return;
}
if (_trackAllDamage)
{
UpdateDamageVisuals(damageComponent, spriteComponent, damageData);
}
else if (component.TryGetData<List<string>>(DamageVisualizerKeys.DamageUpdateGroups, out List<string>? delta))
{
UpdateDamageVisuals(delta, damageComponent, spriteComponent, damageData);
}
}
/// <summary>
/// Checks if any layers were disabled in the last
/// data update. Disabled layers mean that the
/// layer will no longer be visible, or obtain
/// any damage updates.
/// </summary>
private void UpdateDisabledLayers(SpriteComponent spriteComponent, AppearanceComponent component, DamageVisualizerDataComponent damageData)
{
foreach (object layer in damageData.TargetLayerMapKeys)
{
bool? layerStatus = null;
switch (layer)
{
case Enum layerEnum:
if (component.TryGetData<bool>(layerEnum, out var layerStateEnum))
layerStatus = layerStateEnum;
break;
case string layerString:
if (component.TryGetData<bool>(layerString, out var layerStateString))
layerStatus = layerStateString;
break;
}
if (layerStatus == null)
continue;
if (damageData.DisabledLayers[layer] != (bool) layerStatus)
{
damageData.DisabledLayers[layer] = (bool) layerStatus;
if (!_trackAllDamage && _damageOverlayGroups != null)
foreach (string damageGroup in _damageOverlayGroups!.Keys)
spriteComponent.LayerSetVisible($"{layer}{damageGroup}", damageData.DisabledLayers[layer]);
else if (_trackAllDamage)
spriteComponent.LayerSetVisible($"{layer}trackDamage", damageData.DisabledLayers[layer]);
}
}
}
/// <summary>
/// Checks the overlay ordering on the current
/// sprite component, compared to the
/// data for the visualizer. If the top
/// most layer doesn't match, the sprite
/// layers are recreated and placed on top.
/// </summary>
private void CheckOverlayOrdering(SpriteComponent spriteComponent, DamageVisualizerDataComponent damageData)
{
if (spriteComponent[damageData.TopMostLayerKey] != spriteComponent[spriteComponent.AllLayers.Count() - 1])
{
if (!_trackAllDamage && _damageOverlayGroups != null)
{
foreach (var (damageGroup, sprite) in _damageOverlayGroups)
{
FixedPoint2 threshold = damageData.LastThresholdPerGroup[damageGroup];
ReorderOverlaySprite(spriteComponent,
damageData,
sprite,
$"DamageOverlay{damageGroup}",
$"DamageOverlay_{damageGroup}",
threshold);
}
}
else if (_trackAllDamage && _damageOverlay != null)
{
ReorderOverlaySprite(spriteComponent,
damageData,
_damageOverlay,
$"DamageOverlay",
$"DamageOverlay",
damageData.LastDamageThreshold);
}
}
}
private void ReorderOverlaySprite(SpriteComponent spriteComponent, DamageVisualizerDataComponent damageData, DamageVisualizerSprite sprite, string key, string statePrefix, FixedPoint2 threshold)
{
spriteComponent.LayerMapTryGet(key, out int spriteLayer);
bool visibility = spriteComponent[spriteLayer].Visible;
spriteComponent.RemoveLayer(spriteLayer);
if (threshold == FixedPoint2.Zero) // these should automatically be invisible
threshold = _thresholds[1];
spriteLayer = spriteComponent.AddLayer(
new SpriteSpecifier.Rsi(
new ResourcePath(sprite.Sprite),
$"{statePrefix}_{threshold}"
),
spriteLayer);
spriteComponent.LayerMapSet(key, spriteLayer);
spriteComponent.LayerSetVisible(spriteLayer, visibility);
// this is somewhat iffy since it constantly reallocates
damageData.TopMostLayerKey = key;
}
/// <summary>
/// Updates damage visuals without tracking
/// any damage groups.
/// </summary>
private void UpdateDamageVisuals(DamageableComponent damageComponent, SpriteComponent spriteComponent, DamageVisualizerDataComponent damageData)
{
if (!CheckThresholdBoundary(damageComponent.TotalDamage, damageData.LastDamageThreshold, out FixedPoint2 threshold))
return;
damageData.LastDamageThreshold = threshold;
if (_targetLayers != null)
{
foreach (var layerMapKey in damageData.TargetLayerMapKeys)
UpdateTargetLayer(spriteComponent, damageData, layerMapKey, threshold);
}
else
{
UpdateOverlay(spriteComponent, threshold);
}
}
/// <summary>
/// Updates damage visuals by damage group,
/// according to the list of damage groups
/// passed into it.
/// </summary>
private void UpdateDamageVisuals(List<string> delta, DamageableComponent damageComponent, SpriteComponent spriteComponent, DamageVisualizerDataComponent damageData)
{
foreach (var damageGroup in delta)
{
if (!_overlay && damageGroup != _damageGroup)
continue;
if (!_prototypeManager.TryIndex<DamageGroupPrototype>(damageGroup, out var damageGroupPrototype)
|| !damageComponent.Damage.TryGetDamageInGroup(damageGroupPrototype, out FixedPoint2 damageTotal))
continue;
if (!damageData.LastThresholdPerGroup.TryGetValue(damageGroup, out FixedPoint2 lastThreshold)
|| !CheckThresholdBoundary(damageTotal, lastThreshold, out FixedPoint2 threshold))
continue;
damageData.LastThresholdPerGroup[damageGroup] = threshold;
if (_targetLayers != null)
{
foreach (var layerMapKey in damageData.TargetLayerMapKeys)
UpdateTargetLayer(spriteComponent, damageData, layerMapKey, damageGroup, threshold);
}
else
{
UpdateOverlay(spriteComponent, damageGroup, threshold);
}
}
}
/// <summary>
/// Checks if a threshold boundary was passed.
/// </summary>
private bool CheckThresholdBoundary(FixedPoint2 damageTotal, FixedPoint2 lastThreshold, out FixedPoint2 threshold)
{
threshold = FixedPoint2.Zero;
damageTotal = damageTotal / _divisor;
int thresholdIndex = _thresholds.BinarySearch(damageTotal);
if (thresholdIndex < 0)
{
thresholdIndex = ~thresholdIndex;
threshold = _thresholds[thresholdIndex - 1];
}
else
{
threshold = _thresholds[thresholdIndex];
}
if (threshold == lastThreshold)
return false;
return true;
}
/// <summary>
/// This is the entry point for
/// forcing an update on all damage layers.
/// Does different things depending on
/// the configuration of the visualizer.
/// </summary>
private void ForceUpdateLayers(DamageableComponent damageComponent, SpriteComponent spriteComponent, DamageVisualizerDataComponent damageData)
{
if (_damageOverlayGroups != null)
{
UpdateDamageVisuals(_damageOverlayGroups.Keys.ToList(), damageComponent, spriteComponent, damageData);
}
else if (_damageGroup != null)
{
UpdateDamageVisuals(new List<string>(){ _damageGroup }, damageComponent, spriteComponent, damageData);
}
else if (_damageOverlay != null)
{
UpdateDamageVisuals(damageComponent, spriteComponent, damageData);
}
}
/// <summary>
/// Updates a target layer. Without a damage group passed in,
/// it assumes you're updating a layer that is tracking all
/// damage.
/// </summary>
private void UpdateTargetLayer(SpriteComponent spriteComponent, DamageVisualizerDataComponent damageData, object layerMapKey, FixedPoint2 threshold)
{
if (_overlay && _damageOverlayGroups != null)
{
if (!damageData.DisabledLayers[layerMapKey])
{
string layerState = damageData.LayerMapKeyStates[layerMapKey];
spriteComponent.LayerMapTryGet($"{layerMapKey}trackDamage", out int spriteLayer);
UpdateDamageLayerState(spriteComponent,
spriteLayer,
$"{layerState}",
threshold);
}
}
else if (!_overlay)
{
string layerState = damageData.LayerMapKeyStates[layerMapKey];
spriteComponent.LayerMapTryGet(layerMapKey, out int spriteLayer);
UpdateDamageLayerState(spriteComponent,
spriteLayer,
$"{layerState}",
threshold);
}
}
/// <summary>
/// Updates a target layer by damage group.
/// </summary>
private void UpdateTargetLayer(SpriteComponent spriteComponent, DamageVisualizerDataComponent damageData, object layerMapKey, string damageGroup, FixedPoint2 threshold)
{
if (_overlay && _damageOverlayGroups != null)
{
if (_damageOverlayGroups.ContainsKey(damageGroup) && !damageData.DisabledLayers[layerMapKey])
{
string layerState = damageData.LayerMapKeyStates[layerMapKey];
spriteComponent.LayerMapTryGet($"{layerMapKey}{damageGroup}", out int spriteLayer);
UpdateDamageLayerState(spriteComponent,
spriteLayer,
$"{layerState}_{damageGroup}",
threshold);
}
}
else if (!_overlay)
{
string layerState = damageData.LayerMapKeyStates[layerMapKey];
spriteComponent.LayerMapTryGet(layerMapKey, out int spriteLayer);
UpdateDamageLayerState(spriteComponent,
spriteLayer,
$"{layerState}_{damageGroup}",
threshold);
}
}
/// <summary>
/// Updates an overlay that is tracking all damage.
/// </summary>
private void UpdateOverlay(SpriteComponent spriteComponent, FixedPoint2 threshold)
{
spriteComponent.LayerMapTryGet($"DamageOverlay", out int spriteLayer);
UpdateDamageLayerState(spriteComponent,
spriteLayer,
$"DamageOverlay",
threshold);
}
/// <summary>
/// Updates an overlay based on damage group.
/// </summary>
private void UpdateOverlay(SpriteComponent spriteComponent, string damageGroup, FixedPoint2 threshold)
{
if (_damageOverlayGroups != null)
{
if (_damageOverlayGroups.ContainsKey(damageGroup))
{
spriteComponent.LayerMapTryGet($"DamageOverlay{damageGroup}", out int spriteLayer);
UpdateDamageLayerState(spriteComponent,
spriteLayer,
$"DamageOverlay_{damageGroup}",
threshold);
}
}
}
/// <summary>
/// Updates a layer on the sprite by what
/// prefix it has (calculated by whatever
/// function calls it), and what threshold
/// was passed into it.
/// </summary>
private void UpdateDamageLayerState(SpriteComponent spriteComponent, int spriteLayer, string statePrefix, FixedPoint2 threshold)
{
if (threshold == 0)
{
spriteComponent.LayerSetVisible(spriteLayer, false);
}
else
{
if (!spriteComponent[spriteLayer].Visible)
{
spriteComponent.LayerSetVisible(spriteLayer, true);
}
spriteComponent.LayerSetState(spriteLayer, $"{statePrefix}_{threshold}");
}
}
}
}