* 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>
133 lines
5.5 KiB
C#
133 lines
5.5 KiB
C#
using System;
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using Content.Shared.GameObjects.Components.Power;
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using JetBrains.Annotations;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using YamlDotNet.RepresentationModel;
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namespace Content.Client.GameObjects.Components.Power
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{
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[UsedImplicitly]
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public class ProtolatheVisualizer : AppearanceVisualizer
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{
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private const string AnimationKey = "inserting_animation";
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private Animation _buildingAnimation;
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private Animation _insertingMetalAnimation;
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private Animation _insertingGlassAnimation;
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private Animation _insertingGoldAnimation;
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private Animation _insertingPlasmaAnimation;
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private Animation _insertingPlasticAnimation;
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public ProtolatheVisualizer()
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{
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_buildingAnimation = PopulateAnimation("building", "building_unlit", 0.8f);
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_insertingMetalAnimation = PopulateAnimation("inserting_metal", "inserting_unlit", 0.8f);
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_insertingGlassAnimation = PopulateAnimation("inserting_glass", "inserting_unlit", 0.8f);
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_insertingGoldAnimation = PopulateAnimation("inserting_gold", "inserting_unlit", 0.8f);
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_insertingPlasmaAnimation = PopulateAnimation("inserting_plasma", "inserting_unlit", 0.8f);
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_insertingPlasticAnimation = PopulateAnimation("inserting_plastic", "inserting_unlit", 0.8f);
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}
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private Animation PopulateAnimation(string sprite, string spriteUnlit, float length)
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{
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var animation = new Animation { Length = TimeSpan.FromSeconds(length) };
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var flick = new AnimationTrackSpriteFlick();
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animation.AnimationTracks.Add(flick);
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flick.LayerKey = ProtolatheVisualLayers.Base;
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flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame(sprite, 0f));
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var flickUnlit = new AnimationTrackSpriteFlick();
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animation.AnimationTracks.Add(flickUnlit);
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flickUnlit.LayerKey = ProtolatheVisualLayers.BaseUnlit;
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flickUnlit.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame(spriteUnlit, 0f));
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return animation;
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}
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public override void InitializeEntity(IEntity entity)
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{
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if (!entity.HasComponent<AnimationPlayerComponent>())
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{
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entity.AddComponent<AnimationPlayerComponent>();
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}
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}
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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var sprite = component.Owner.GetComponent<ISpriteComponent>();
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var animPlayer = component.Owner.GetComponent<AnimationPlayerComponent>();
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if (!component.TryGetData(PowerDeviceVisuals.VisualState, out LatheVisualState state))
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{
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state = LatheVisualState.Idle;
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}
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sprite.LayerSetVisible(ProtolatheVisualLayers.AnimationLayer, true);
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switch (state)
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{
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case LatheVisualState.Idle:
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if (animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Stop(AnimationKey);
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}
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sprite.LayerSetState(ProtolatheVisualLayers.Base, "icon");
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sprite.LayerSetState(ProtolatheVisualLayers.BaseUnlit, "unlit");
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sprite.LayerSetVisible(ProtolatheVisualLayers.AnimationLayer, false);
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break;
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case LatheVisualState.Producing:
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(_buildingAnimation, AnimationKey);
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}
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break;
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case LatheVisualState.InsertingMetal:
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(_insertingMetalAnimation, AnimationKey);
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}
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break;
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case LatheVisualState.InsertingGlass:
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(_insertingGlassAnimation, AnimationKey);
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}
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break;
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case LatheVisualState.InsertingGold:
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(_insertingGoldAnimation, AnimationKey);
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}
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break;
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case LatheVisualState.InsertingPlasma:
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(_insertingPlasmaAnimation, AnimationKey);
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}
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break;
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case LatheVisualState.InsertingPlastic:
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(_insertingPlasticAnimation, AnimationKey);
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}
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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var glowingPartsVisible = !(component.TryGetData(PowerDeviceVisuals.Powered, out bool powered) && !powered);
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sprite.LayerSetVisible(ProtolatheVisualLayers.BaseUnlit, glowingPartsVisible);
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}
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public enum ProtolatheVisualLayers : byte
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{
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Base,
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BaseUnlit,
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AnimationLayer
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}
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}
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}
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