Files
tbd-station-14/Content.Client/Light/Visualizers/PoweredLightVisualizerSystem.cs

138 lines
5.1 KiB
C#

using Content.Shared.Light;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.Animations;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Random;
namespace Content.Client.Light.Visualizers;
public sealed class PoweredLightVisualizerSystem : VisualizerSystem<PoweredLightVisualsComponent>
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PoweredLightVisualsComponent, AnimationCompletedEvent>(OnAnimationCompleted);
}
protected override void OnAppearanceChange(EntityUid uid, PoweredLightVisualsComponent comp, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
if (!AppearanceSystem.TryGetData<PoweredLightState>(uid, PoweredLightVisuals.BulbState, out var state, args.Component))
return;
if (comp.SpriteStateMap.TryGetValue(state, out var spriteState))
args.Sprite.LayerSetState(PoweredLightLayers.Base, spriteState);
if (args.Sprite.LayerExists(PoweredLightLayers.Glow))
{
if (TryComp<PointLightComponent>(uid, out var light))
{
args.Sprite.LayerSetColor(PoweredLightLayers.Glow, light.Color);
}
args.Sprite.LayerSetVisible(PoweredLightLayers.Glow, state == PoweredLightState.On);
}
SetBlinkingAnimation(
uid,
state == PoweredLightState.On
&& (AppearanceSystem.TryGetData<bool>(uid, PoweredLightVisuals.Blinking, out var isBlinking, args.Component) && isBlinking),
comp
);
}
/// <summary>
/// Loops the blinking animation until the light should stop blinking.
/// </summary>
private void OnAnimationCompleted(EntityUid uid, PoweredLightVisualsComponent comp, AnimationCompletedEvent args)
{
if (args.Key != PoweredLightVisualsComponent.BlinkingAnimationKey)
return;
if(!comp.IsBlinking)
return;
AnimationSystem.Play(uid, Comp<AnimationPlayerComponent>(uid), BlinkingAnimation(comp), PoweredLightVisualsComponent.BlinkingAnimationKey);
}
/// <summary>
/// Sets whether or not the given light should be blinking.
/// Triggers or clears the blinking animation of the state changes.
/// </summary>
private void SetBlinkingAnimation(EntityUid uid, bool shouldBeBlinking, PoweredLightVisualsComponent comp)
{
if (shouldBeBlinking == comp.IsBlinking)
return;
comp.IsBlinking = shouldBeBlinking;
var animationPlayer = EnsureComp<AnimationPlayerComponent>(uid);
if (shouldBeBlinking)
{
AnimationSystem.Play(uid, animationPlayer, BlinkingAnimation(comp), PoweredLightVisualsComponent.BlinkingAnimationKey);
}
else if (AnimationSystem.HasRunningAnimation(uid, animationPlayer, PoweredLightVisualsComponent.BlinkingAnimationKey))
{
AnimationSystem.Stop(uid, animationPlayer, PoweredLightVisualsComponent.BlinkingAnimationKey);
}
}
/// <summary>
/// Generates a blinking animation.
/// Essentially just flashes the light off and on over a random time interval.
/// The resulting animation is looped indefinitely until the comp is set to stop blinking.
/// </summary>
private Animation BlinkingAnimation(PoweredLightVisualsComponent comp)
{
var randomTime = MathHelper.Lerp(comp.MinBlinkingAnimationCycleTime, comp.MaxBlinkingAnimationCycleTime, _random.NextFloat());
var blinkingAnim = new Animation()
{
Length = TimeSpan.FromSeconds(randomTime),
AnimationTracks =
{
new AnimationTrackComponentProperty
{
ComponentType = typeof(PointLightComponent),
InterpolationMode = AnimationInterpolationMode.Nearest,
Property = nameof(PointLightComponent.AnimatedEnable),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(false, 0),
new AnimationTrackProperty.KeyFrame(true, 1)
}
},
new AnimationTrackSpriteFlick()
{
LayerKey = PoweredLightLayers.Base,
KeyFrames =
{
new AnimationTrackSpriteFlick.KeyFrame(comp.SpriteStateMap[PoweredLightState.Off], 0),
new AnimationTrackSpriteFlick.KeyFrame(comp.SpriteStateMap[PoweredLightState.On], 0.5f)
}
}
}
};
if (comp.BlinkingSound != null)
{
var sound = _audio.ResolveSound(comp.BlinkingSound);
blinkingAnim.AnimationTracks.Add(new AnimationTrackPlaySound()
{
KeyFrames =
{
new AnimationTrackPlaySound.KeyFrame(sound, 0.5f)
}
});
}
return blinkingAnim;
}
}