* 1 warning in KudzuVisualizerSystem * 2 warnings in ChameleonProjectorSystem * 1 warning in MarkerSystem * 2 warnings in ItemSystem * 1 warning in GhostToggleSelfVisibility * 1 warning in FoamVisualizerSystem * 1 warning in ClickableTest * 1 warning in ThrownItemVisualizerSystem * 2 warnings in InfantSystem * 1 warning in ChasmFallingVisualsSystem * 1 warning in PotencyVisualsSystem * 2 warnings in OrbitVisualsSystem * 2 warnings in BeamSystem * 1 warning in JitteringSystem * 1 warning in CardboardBoxSystem * 2 warnings in StationAiSystem * 2 warnings in FirelockSystem * 2 warnings in CargoSystem.Telepad * 1 warning in StasisBedSystem * 2 warnings in WeldableVisualizerSystem * 2 warnings in DeliveryVisualizerSystem * 1 warning in TimerTriggerVisualizerSystem * 1 warning in StorageFillVisualizerSystem * 2 warnings in RadiationCollectorSystem * 2 warnings in BorgSwitchableTypeSystem * 1 warning in TurnstileSystem * 1 warning in SurveillanceCameraVisualsSystem * 1 warning in BurnStateVisualizerSystem * 2 warnings in CableVisualizerSystem * 1 warning in JetpackSystem
83 lines
2.7 KiB
C#
83 lines
2.7 KiB
C#
using Content.Shared.Chemistry.Components;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Shared.Timing;
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namespace Content.Client.Chemistry.Visualizers;
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/// <summary>
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/// The system responsible for ensuring <see cref="FoamVisualsComponent"/> plays the animation it's meant to when the foam dissolves.
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/// </summary>
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public sealed class FoamVisualizerSystem : VisualizerSystem<FoamVisualsComponent>
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<FoamVisualsComponent, ComponentInit>(OnComponentInit);
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SubscribeLocalEvent<FoamVisualsComponent, AnimationCompletedEvent>(OnAnimationComplete);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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if (!_timing.IsFirstTimePredicted)
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return;
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var query = EntityQueryEnumerator<FoamVisualsComponent, SmokeComponent>();
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while (query.MoveNext(out var uid, out var comp, out var smoke))
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{
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if (_timing.CurTime < comp.StartTime + TimeSpan.FromSeconds(smoke.Duration) - TimeSpan.FromSeconds(comp.AnimationTime))
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continue;
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// Despawn animation.
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if (TryComp(uid, out AnimationPlayerComponent? animPlayer)
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&& !AnimationSystem.HasRunningAnimation(uid, animPlayer, FoamVisualsComponent.AnimationKey))
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{
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AnimationSystem.Play((uid, animPlayer), comp.Animation, FoamVisualsComponent.AnimationKey);
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}
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}
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}
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/// <summary>
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/// Generates the animation used by foam visuals when the foam dissolves.
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/// </summary>
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private void OnComponentInit(EntityUid uid, FoamVisualsComponent comp, ComponentInit args)
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{
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comp.StartTime = _timing.CurTime;
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comp.Animation = new Animation
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{
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Length = TimeSpan.FromSeconds(comp.AnimationTime),
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AnimationTracks =
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{
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new AnimationTrackSpriteFlick
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{
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LayerKey = FoamVisualLayers.Base,
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KeyFrames =
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{
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new AnimationTrackSpriteFlick.KeyFrame(comp.AnimationState, 0f)
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}
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}
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}
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};
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}
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private void OnAnimationComplete(EntityUid uid, FoamVisualsComponent component, AnimationCompletedEvent args)
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{
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if (args.Key != FoamVisualsComponent.AnimationKey)
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return;
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if (TryComp<SpriteComponent>(uid, out var sprite))
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_sprite.SetVisible((uid, sprite), false);
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}
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}
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public enum FoamVisualLayers : byte
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{
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Base
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}
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