112 lines
4.2 KiB
C#
112 lines
4.2 KiB
C#
using Content.Shared.Trigger;
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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.Explosion;
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public sealed partial class TriggerSystem
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{
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[Dependency] private readonly AnimationPlayerSystem _player = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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/*
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* Currently all of the appearance stuff is hardcoded for portable flashers
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* If you ever add mines it shouldn't be hard to tweak it slightly
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*/
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private const string AnimKey = "proximity";
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private static readonly Animation _flasherAnimation = new Animation
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{
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Length = TimeSpan.FromSeconds(0.6f),
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AnimationTracks = {
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new AnimationTrackSpriteFlick
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{
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LayerKey = ProximityTriggerVisualLayers.Base,
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KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame("flashing", 0f)}
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},
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new AnimationTrackComponentProperty()
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{
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ComponentType = typeof(PointLightComponent),
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InterpolationMode = AnimationInterpolationMode.Nearest,
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Property = nameof(PointLightComponent.AnimatedRadius),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(0.1f, 0),
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new AnimationTrackProperty.KeyFrame(3f, 0.1f),
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new AnimationTrackProperty.KeyFrame(0.1f, 0.5f)
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}
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}
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}
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};
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private void InitializeProximity()
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{
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SubscribeLocalEvent<TriggerOnProximityComponent, ComponentInit>(OnProximityInit);
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SubscribeLocalEvent<TriggerOnProximityComponent, AppearanceChangeEvent>(OnProxAppChange);
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SubscribeLocalEvent<TriggerOnProximityComponent, AnimationCompletedEvent>(OnProxAnimation);
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}
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private void OnProxAnimation(EntityUid uid, TriggerOnProximityComponent component, AnimationCompletedEvent args)
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{
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if (!TryComp<AppearanceComponent>(uid, out var appearance))
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return;
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// So animation doesn't get spammed if no server state comes in.
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_appearance.SetData(uid, ProximityTriggerVisualState.State, ProximityTriggerVisuals.Inactive, appearance);
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OnChangeData(uid, component, appearance);
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}
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private void OnProximityInit(EntityUid uid, TriggerOnProximityComponent component, ComponentInit args)
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{
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EnsureComp<AnimationPlayerComponent>(uid);
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}
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private void OnProxAppChange(EntityUid uid, TriggerOnProximityComponent component, ref AppearanceChangeEvent args)
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{
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OnChangeData(uid, component, args.Component, args.Sprite);
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}
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private void OnChangeData(EntityUid uid, TriggerOnProximityComponent component, AppearanceComponent appearance, SpriteComponent? spriteComponent = null)
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{
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if (!Resolve(uid, ref spriteComponent))
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return;
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if (!TryComp<AnimationPlayerComponent>(uid, out var player))
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return;
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if (!_appearance.TryGetData<ProximityTriggerVisuals>(uid, ProximityTriggerVisualState.State, out var state, appearance))
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return;
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if (!_sprite.LayerMapTryGet((uid, spriteComponent), ProximityTriggerVisualLayers.Base, out var layer, false))
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// Don't do anything if the sprite doesn't have the layer.
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return;
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switch (state)
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{
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case ProximityTriggerVisuals.Inactive:
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// Don't interrupt the flash animation
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if (_player.HasRunningAnimation(uid, player, AnimKey)) return;
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_player.Stop(uid, player, AnimKey);
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_sprite.LayerSetRsiState((uid, spriteComponent), layer, "on");
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break;
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case ProximityTriggerVisuals.Active:
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if (_player.HasRunningAnimation(uid, player, AnimKey)) return;
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_player.Play((uid, player), _flasherAnimation, AnimKey);
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break;
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case ProximityTriggerVisuals.Off:
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default:
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_player.Stop(uid, player, AnimKey);
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_sprite.LayerSetRsiState((uid, spriteComponent), layer, "off");
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break;
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}
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}
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public enum ProximityTriggerVisualLayers : byte
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{
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Base,
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}
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}
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