Files
tbd-station-14/Content.Client/GameObjects/Components/Power/ProtolatheVisualizer.cs
2020-07-23 00:56:53 +02:00

121 lines
4.8 KiB
C#

using System;
using Content.Shared.GameObjects.Components.Power;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Client.GameObjects.Components.Animations;
using Robust.Client.Interfaces.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using YamlDotNet.RepresentationModel;
namespace Content.Client.GameObjects.Components.Power
{
public class ProtolatheVisualizer : AppearanceVisualizer
{
private const string AnimationKey = "protolathe_animation";
private Animation _buildingAnimation;
private Animation _insertingMetalAnimation;
private Animation _insertingGlassAnimation;
private Animation _insertingGoldAnimation;
private Animation _insertingPhoronAnimation;
public override void LoadData(YamlMappingNode node)
{
base.LoadData(node);
_buildingAnimation = PopulateAnimation("protolathe_building", 0.9f);
_insertingMetalAnimation = PopulateAnimation("protolathe_metal", 0.9f);
_insertingGlassAnimation = PopulateAnimation("protolathe_glass", 0.9f);
_insertingGoldAnimation = PopulateAnimation("protolathe_gold", 0.9f);
_insertingPhoronAnimation = PopulateAnimation("protolathe_phoron", 0.9f);
}
private Animation PopulateAnimation(string sprite, float length)
{
var animation = new Animation {Length = TimeSpan.FromSeconds(length)};
var flick = new AnimationTrackSpriteFlick();
animation.AnimationTracks.Add(flick);
flick.LayerKey = ProtolatheVisualLayers.AnimationLayer;
flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame(sprite, 0f));
return animation;
}
public override void InitializeEntity(IEntity entity)
{
if (!entity.HasComponent<AnimationPlayerComponent>())
{
entity.AddComponent<AnimationPlayerComponent>();
}
}
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
var sprite = component.Owner.GetComponent<ISpriteComponent>();
var animPlayer = component.Owner.GetComponent<AnimationPlayerComponent>();
if (!component.TryGetData(PowerDeviceVisuals.VisualState, out LatheVisualState state))
{
state = LatheVisualState.Idle;
}
sprite.LayerSetVisible(ProtolatheVisualLayers.AnimationLayer, true);
switch (state)
{
case LatheVisualState.Idle:
if (animPlayer.HasRunningAnimation(AnimationKey))
{
animPlayer.Stop(AnimationKey);
}
sprite.LayerSetState(ProtolatheVisualLayers.Base, "protolathe");
sprite.LayerSetState(ProtolatheVisualLayers.BaseUnlit, "protolathe_unlit");
sprite.LayerSetVisible(ProtolatheVisualLayers.AnimationLayer, false);
break;
case LatheVisualState.Producing:
if (!animPlayer.HasRunningAnimation(AnimationKey))
{
animPlayer.Play(_buildingAnimation, AnimationKey);
}
break;
case LatheVisualState.InsertingMetal:
if (!animPlayer.HasRunningAnimation(AnimationKey))
{
animPlayer.Play(_insertingMetalAnimation, AnimationKey);
}
break;
case LatheVisualState.InsertingGlass:
if (!animPlayer.HasRunningAnimation(AnimationKey))
{
animPlayer.Play(_insertingGlassAnimation, AnimationKey);
}
break;
case LatheVisualState.InsertingGold:
if (!animPlayer.HasRunningAnimation(AnimationKey))
{
animPlayer.Play(_insertingGoldAnimation, AnimationKey);
}
break;
case LatheVisualState.InsertingPhoron:
if (!animPlayer.HasRunningAnimation(AnimationKey))
{
animPlayer.Play(_insertingPhoronAnimation, AnimationKey);
}
break;
default:
throw new ArgumentOutOfRangeException();
}
var glowingPartsVisible = !(component.TryGetData(PowerDeviceVisuals.Powered, out bool powered) && !powered);
sprite.LayerSetVisible(ProtolatheVisualLayers.BaseUnlit, glowingPartsVisible);
}
public enum ProtolatheVisualLayers
{
Base,
BaseUnlit,
AnimationLayer
}
}
}