* construction rotation fix * Turnstiles * renaming * review-slarticodefast-1 * mild attempts to fix (sorry sloth) * move some more shit * Remove engine dependency * grid agnostic * remove debug string * fix json * Update Content.Shared/Movement/Pulling/Systems/PullingSystem.cs Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * Update Content.Shared/Movement/Pulling/Systems/PullingSystem.cs Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * remove pass delay for mispredict reasons. * most minor of changes * Give directional indicator on examine --------- Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
76 lines
2.4 KiB
C#
76 lines
2.4 KiB
C#
using Content.Shared.Doors.Components;
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using Content.Shared.Doors.Systems;
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using Content.Shared.Examine;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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namespace Content.Client.Doors;
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/// <inheritdoc/>
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public sealed class TurnstileSystem : SharedTurnstileSystem
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{
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[Dependency] private readonly AnimationPlayerSystem _animationPlayer = default!;
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private static EntProtoId _examineArrow = "TurnstileArrow";
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private const string AnimationKey = "Turnstile";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<TurnstileComponent, AnimationCompletedEvent>(OnAnimationCompleted);
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SubscribeLocalEvent<TurnstileComponent, ExaminedEvent>(OnExamined);
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}
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private void OnAnimationCompleted(Entity<TurnstileComponent> ent, ref AnimationCompletedEvent args)
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{
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if (args.Key != AnimationKey)
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return;
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if (!TryComp<SpriteComponent>(ent, out var sprite))
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return;
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sprite.LayerSetState(TurnstileVisualLayers.Base, new RSI.StateId(ent.Comp.DefaultState));
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}
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private void OnExamined(Entity<TurnstileComponent> ent, ref ExaminedEvent args)
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{
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Spawn(_examineArrow, new EntityCoordinates(ent, 0, 0));
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}
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protected override void PlayAnimation(EntityUid uid, string stateId)
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{
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if (!TryComp<AnimationPlayerComponent>(uid, out var animation) || !TryComp<SpriteComponent>(uid, out var sprite))
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return;
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var ent = (uid, animation);
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if (_animationPlayer.HasRunningAnimation(animation, AnimationKey))
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_animationPlayer.Stop(ent, AnimationKey);
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if (sprite.BaseRSI == null || !sprite.BaseRSI.TryGetState(stateId, out var state))
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return;
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var animLength = state.AnimationLength;
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var anim = new Animation
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{
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AnimationTracks =
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{
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new AnimationTrackSpriteFlick
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{
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LayerKey = TurnstileVisualLayers.Base,
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KeyFrames =
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{
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new AnimationTrackSpriteFlick.KeyFrame(state.StateId, 0f),
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},
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},
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},
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Length = TimeSpan.FromSeconds(animLength),
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};
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_animationPlayer.Play(ent, anim, AnimationKey);
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}
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}
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