* Rotation warnings cleanup * Naming convention fix * Adding component that we already have
80 lines
2.7 KiB
C#
80 lines
2.7 KiB
C#
using Content.Shared.Rotation;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Shared.Animations;
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namespace Content.Client.Rotation;
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public sealed class RotationVisualizerSystem : SharedRotationVisualsSystem
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{
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[Dependency] private readonly AppearanceSystem _appearance = default!;
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[Dependency] private readonly AnimationPlayerSystem _animation = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RotationVisualsComponent, AppearanceChangeEvent>(OnAppearanceChange);
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}
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private void OnAppearanceChange(EntityUid uid, RotationVisualsComponent component, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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if (!_appearance.TryGetData<RotationState>(uid, RotationVisuals.RotationState, out var state, args.Component))
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return;
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switch (state)
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{
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case RotationState.Vertical:
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AnimateSpriteRotation(uid, args.Sprite, component.VerticalRotation, component.AnimationTime);
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break;
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case RotationState.Horizontal:
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AnimateSpriteRotation(uid, args.Sprite, component.HorizontalRotation, component.AnimationTime);
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break;
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}
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}
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/// <summary>
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/// Rotates a sprite between two animated keyframes given a certain time.
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/// </summary>
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public void AnimateSpriteRotation(EntityUid uid, SpriteComponent spriteComp, Angle rotation, float animationTime)
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{
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if (spriteComp.Rotation.Equals(rotation))
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{
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return;
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}
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var animationComp = EnsureComp<AnimationPlayerComponent>(uid);
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const string animationKey = "rotate";
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// Stop the current rotate animation and then start a new one
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if (_animation.HasRunningAnimation(animationComp, animationKey))
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{
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_animation.Stop((uid, animationComp), animationKey);
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}
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var animation = new Animation
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{
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Length = TimeSpan.FromSeconds(animationTime),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Rotation),
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InterpolationMode = AnimationInterpolationMode.Linear,
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(spriteComp.Rotation, 0),
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new AnimationTrackProperty.KeyFrame(rotation, animationTime)
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}
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}
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}
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};
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_animation.Play((uid, animationComp), animation, animationKey);
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}
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}
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