Files
tbd-station-14/Content.Client/GameObjects/Components/FlashLightVisualizer.cs
DrSmugleaf 902aa128c2 Enable nullability in Content.Client (#3257)
* Enable nullability in Content.Client

* Remove #nullable enable

* Merge fixes

* Remove Debug.Assert

* Merge fixes

* Fix build

* Fix build
2021-03-10 14:48:29 +01:00

118 lines
4.6 KiB
C#

using System;
using Content.Shared.GameObjects.Components;
using JetBrains.Annotations;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.Animations;
using Robust.Shared.GameObjects;
namespace Content.Client.GameObjects.Components
{
[UsedImplicitly]
public class FlashLightVisualizer : AppearanceVisualizer
{
private readonly Animation _radiatingLightAnimation = new()
{
Length = TimeSpan.FromSeconds(1),
AnimationTracks =
{
new AnimationTrackComponentProperty
{
ComponentType = typeof(PointLightComponent),
InterpolationMode = AnimationInterpolationMode.Linear,
Property = nameof(PointLightComponent.Radius),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(3.0f, 0),
new AnimationTrackProperty.KeyFrame(2.0f, 0.5f),
new AnimationTrackProperty.KeyFrame(3.0f, 1)
}
}
}
};
private readonly Animation _blinkingLightAnimation = new()
{
Length = TimeSpan.FromSeconds(1),
AnimationTracks =
{
new AnimationTrackComponentProperty()
{
ComponentType = typeof(PointLightComponent),
//To create the blinking effect we go from nearly zero radius, to the light radius, and back
//We do this instead of messing with the `PointLightComponent.enabled` because we don't want the animation to affect component behavior
InterpolationMode = AnimationInterpolationMode.Nearest,
Property = nameof(PointLightComponent.Radius),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(0.1f, 0),
new AnimationTrackProperty.KeyFrame(2f, 0.5f),
new AnimationTrackProperty.KeyFrame(0.1f, 1)
}
}
}
};
private Action<string>? _radiatingCallback;
private Action<string>? _blinkingCallback;
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
if (component.Deleted)
{
return;
}
if (component.TryGetData(HandheldLightVisuals.Power,
out HandheldLightPowerStates state))
{
PlayAnimation(component, state);
}
}
private void PlayAnimation(AppearanceComponent component, HandheldLightPowerStates state)
{
component.Owner.EnsureComponent(out AnimationPlayerComponent animationPlayer);
switch (state)
{
case HandheldLightPowerStates.LowPower:
if (!animationPlayer.HasRunningAnimation("radiatingLight"))
{
animationPlayer.Play(_radiatingLightAnimation, "radiatingLight");
_radiatingCallback = (s) => animationPlayer.Play(_radiatingLightAnimation, s);
animationPlayer.AnimationCompleted += _radiatingCallback;
}
break;
case HandheldLightPowerStates.Dying:
animationPlayer.Stop("radiatingLight");
animationPlayer.AnimationCompleted -= _radiatingCallback;
if (!animationPlayer.HasRunningAnimation("blinkingLight"))
{
animationPlayer.Play(_blinkingLightAnimation, "blinkingLight");
_blinkingCallback = (s) => animationPlayer.Play(_blinkingLightAnimation, s);
animationPlayer.AnimationCompleted += _blinkingCallback;
}
break;
case HandheldLightPowerStates.FullPower:
if (animationPlayer.HasRunningAnimation("blinkingLight"))
{
animationPlayer.Stop("blinkingLight");
animationPlayer.AnimationCompleted -= _blinkingCallback;
}
if (animationPlayer.HasRunningAnimation("radiatingLight"))
{
animationPlayer.Stop("radiatingLight");
animationPlayer.AnimationCompleted -= _radiatingCallback;
}
break;
}
}
}
}