868 lines
35 KiB
C#
868 lines
35 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Reflection;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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// apologies in advance for all the != null checks,
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// my IDE wouldn't stop complaining about these
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namespace Content.Client.Damage
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{
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/// <summary>
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/// A simple visualizer for any entity with a DamageableComponent
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/// to display the status of how damaged it is.
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///
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/// Can either be an overlay for an entity, or target multiple
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/// layers on the same entity.
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///
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/// This can be disabled dynamically by passing into SetData,
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/// key DamageVisualizerKeys.Disabled, value bool
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/// (DamageVisualizerKeys lives in Content.Shared.Damage)
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///
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/// Damage layers, if targetting layers, can also be dynamically
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/// disabled if needed by passing into SetData, the name/enum
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/// of the sprite layer, and then passing in a bool value
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/// (true to enable, false to disable).
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/// </summary>
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public class DamageVisualizer : AppearanceVisualizer
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{
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[Dependency] IPrototypeManager _prototypeManager = default!;
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[Dependency] IEntityManager _entityManager = default!;
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private const string _name = "DamageVisualizer";
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/// <summary>
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/// Damage thresholds between damage state changes.
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///
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/// If there are any negative thresholds, or there is
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/// less than one threshold, the visualizer is marked
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/// as invalid.
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/// </summary>
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/// <remarks>
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/// A 'zeroth' threshold is automatically added,
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/// and this list is automatically sorted for
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/// efficiency beforehand. As such, the zeroth
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/// threshold is not required - and negative
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/// thresholds are automatically caught as
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/// invalid. The zeroth threshold automatically
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/// sets all layers to invisible, so a sprite
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/// isn't required for it.
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/// </remarks>
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[DataField("thresholds", required: true)]
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private List<int> _thresholds = new();
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/// <summary>
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/// Layers to target, by layerMapKey.
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/// If a target layer map key is invalid
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/// (in essence, undefined), then the target
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/// layer is removed from the list for efficiency.
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///
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/// If no layers are valid, then the visualizer
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/// is marked as invalid.
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///
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/// If this is not defined, however, the visualizer
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/// instead adds an overlay to the sprite.
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/// </summary>
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/// <remarks>
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/// Layers can be disabled here by passing
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/// the layer's name as a key to SetData,
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/// and passing in a bool set to either 'false'
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/// to disable it, or 'true' to enable it.
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/// Setting the layer as disabled will make it
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/// completely invisible.
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/// </remarks>
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[DataField("targetLayers")]
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private List<string>? _targetLayers;
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/// <summary>
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/// The actual sprites for every damage group
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/// that the entity should display visually.
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///
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/// This is keyed by a damage group identifier
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/// (for example, Brute), and has a value
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/// of a DamageVisualizerSprite (see below)
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/// </summary>
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[DataField("damageOverlayGroups")]
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private readonly Dictionary<string, DamageVisualizerSprite>? _damageOverlayGroups;
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/// <summary>
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/// Sets if you want sprites to overlay the
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/// entity when damaged, or if you would
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/// rather have each target layer's state
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/// replaced by a different state
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/// within its RSI.
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///
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/// This cannot be set to false if:
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/// - There are no target layers
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/// - There is no damage group
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/// </summary>
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[DataField("overlay")]
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private readonly bool _overlay = true;
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/// <summary>
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/// A single damage group to target.
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/// This should only be defined if
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/// overlay is set to false.
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/// If this is defined with damageSprites,
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/// this will be ignored.
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/// </summary>
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/// <remarks>
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/// This is here because otherwise,
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/// you would need several permutations
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/// of group sprites depending on
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/// what kind of damage combination
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/// you would want, on which threshold.
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/// </remarks>
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[DataField("damageGroup")]
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private readonly string? _damageGroup;
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/// <summary>
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/// Set this if you want incoming damage to be
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/// divided.
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/// </summary>
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/// <remarks>
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/// This is more useful if you have similar
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/// damage sprites inbetween entities,
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/// but with different damage thresholds
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/// and you want to avoid duplicating
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/// these sprites.
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/// </remarks>
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[DataField("damageDivisor")]
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private float _divisor = 1;
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/// <summary>
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/// Set this to track all damage, instead of specific groups.
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/// </summary>
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/// <remarks>
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/// This will only work if you have damageOverlay
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/// defined - otherwise, it will not work.
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/// </remarks>
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[DataField("trackAllDamage")]
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private readonly bool _trackAllDamage = false;
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/// <summary>
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/// This is the overlay sprite used, if _trackAllDamage is
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/// enabled. Supports no complex per-group layering,
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/// just an actually simple damage overlay. See
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/// DamageVisualizerSprite for more information.
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/// </summary>
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[DataField("damageOverlay")]
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private readonly DamageVisualizerSprite? _damageOverlay;
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// deals with the edge case of human damage visuals not
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// being in color without making a Dict<Dict<Dict<Dict<Dict<Dict...
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[DataDefinition]
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internal class DamageVisualizerSprite
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{
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/// <summary>
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/// The RSI path for the damage visualizer
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/// group overlay.
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/// </summary>
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/// <remarks>
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/// States in here will require one of four
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/// forms:
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///
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/// If tracking damage groups:
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/// - {base_state}_{group}_{threshold} if targetting
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/// a static layer on a sprite (either as an
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/// overlay or as a state change)
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/// - DamageOverlay_{group}_{threshold} if not
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/// targetting a layer on a sprite.
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///
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/// If not tracking damage groups:
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/// - {base_state}_{threshold} if it is targetting
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/// a layer
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/// - DamageOverlay_{threshold} if not targetting
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/// a layer.
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/// </remarks>
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[DataField("sprite", required: true)]
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public readonly string Sprite = default!;
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/// <summary>
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/// The color of this sprite overlay.
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/// Supports only hexadecimal format.
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/// </summary>
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[DataField("color")]
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public readonly string? Color;
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}
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public override void InitializeEntity(IEntity entity)
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{
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base.InitializeEntity(entity);
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IoCManager.InjectDependencies(this);
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var damageData = _entityManager.EnsureComponent<DamageVisualizerDataComponent>(entity);
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VerifyVisualizerSetup(entity, damageData);
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if (damageData.Valid)
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InitializeVisualizer(entity, damageData);
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}
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private void VerifyVisualizerSetup(IEntity entity, DamageVisualizerDataComponent damageData)
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{
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if (_thresholds.Count < 1)
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{
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Logger.ErrorS(_name, $"Thresholds were invalid for entity {entity}. Thresholds: {_thresholds}");
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damageData.Valid = false;
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return;
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}
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if (_divisor == 0)
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{
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Logger.ErrorS(_name, $"Divisor for {entity} is set to zero.");
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damageData.Valid = false;
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return;
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}
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if (_overlay)
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{
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if (_damageOverlayGroups == null && _damageOverlay == null)
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{
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Logger.ErrorS(_name, $"Enabled overlay without defined damage overlay sprites on {entity}.");
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damageData.Valid = false;
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return;
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}
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if (_trackAllDamage && _damageOverlay == null)
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{
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Logger.ErrorS(_name, $"Enabled all damage tracking without a damage overlay sprite on {entity}.");
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damageData.Valid = false;
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return;
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}
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if (!_trackAllDamage && _damageOverlay != null)
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{
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Logger.WarningS(_name, $"Disabled all damage tracking with a damage overlay sprite on {entity}.");
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damageData.Valid = false;
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return;
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}
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if (_trackAllDamage && _damageOverlayGroups != null)
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{
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Logger.WarningS(_name, $"Enabled all damage tracking with damage overlay groups on {entity}.");
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damageData.Valid = false;
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return;
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}
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}
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else if (!_overlay)
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{
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if (_targetLayers == null)
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{
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Logger.ErrorS(_name, $"Disabled overlay without target layers on {entity}.");
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damageData.Valid = false;
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return;
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}
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if (_damageOverlayGroups != null || _damageOverlay != null)
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{
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Logger.ErrorS(_name, $"Disabled overlay with defined damage overlay sprites on {entity}.");
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damageData.Valid = false;
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return;
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}
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if (_damageGroup == null)
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{
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Logger.ErrorS(_name, $"Disabled overlay without defined damage group on {entity}.");
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damageData.Valid = false;
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return;
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}
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}
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if (_damageOverlayGroups != null && _damageGroup != null)
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{
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Logger.WarningS(_name, $"Damage overlay sprites and damage group are both defined on {entity}.");
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}
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if (_damageOverlay != null && _damageGroup != null)
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{
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Logger.WarningS(_name, $"Damage overlay sprites and damage group are both defined on {entity}.");
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}
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}
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private void InitializeVisualizer(IEntity entity, DamageVisualizerDataComponent damageData)
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{
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if (!entity.TryGetComponent<SpriteComponent>(out SpriteComponent? spriteComponent)
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|| !entity.TryGetComponent<DamageableComponent>(out var damageComponent)
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|| !entity.TryGetComponent<AppearanceComponent>(out var appearanceComponent))
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return;
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_thresholds.Add(0);
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_thresholds.Sort();
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if (_thresholds[0] != 0)
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{
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Logger.ErrorS(_name, $"Thresholds were invalid for entity {entity}. Thresholds: {_thresholds}");
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damageData.Valid = false;
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return;
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}
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// If the damage container on our entity's DamageableComponent
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// is not null, we can try to check through its groups.
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if (damageComponent.DamageContainerID != null
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&& _prototypeManager.TryIndex<DamageContainerPrototype>(damageComponent.DamageContainerID, out var damageContainer))
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{
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// Are we using damage overlay sprites by group?
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// Check if the container matches the supported groups,
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// and start cacheing the last threshold.
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if (_damageOverlayGroups != null)
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{
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foreach (string damageType in _damageOverlayGroups.Keys)
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{
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if (!damageContainer.SupportedGroups.Contains(damageType))
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{
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Logger.ErrorS(_name, $"Damage key {damageType} was invalid for entity {entity}.");
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damageData.Valid = false;
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return;
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}
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damageData.LastThresholdPerGroup.Add(damageType, 0);
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}
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}
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// Are we tracking a single damage group without overlay instead?
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// See if that group is in our entity's damage container.
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else if (!_overlay && _damageGroup != null)
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{
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if (!damageContainer.SupportedGroups.Contains(_damageGroup))
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{
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Logger.ErrorS(_name, $"Damage keys were invalid for entity {entity}.");
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damageData.Valid = false;
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return;
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}
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damageData.LastThresholdPerGroup.Add(_damageGroup, 0);
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}
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}
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// Ditto above, but instead we go through every group.
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else // oh boy! time to enumerate through every single group!
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{
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var damagePrototypeIdList = _prototypeManager.EnumeratePrototypes<DamageGroupPrototype>()
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.Select((p, _) => p.ID)
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.ToList();
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if (_damageOverlayGroups != null)
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foreach (string damageType in _damageOverlayGroups.Keys)
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{
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if (!damagePrototypeIdList.Contains(damageType))
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{
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Logger.ErrorS(_name, $"Damage keys were invalid for entity {entity}.");
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damageData.Valid = false;
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return;
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}
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damageData.LastThresholdPerGroup.Add(damageType, 0);
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}
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else if (_damageGroup != null)
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{
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if (!damagePrototypeIdList.Contains(_damageGroup))
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{
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Logger.ErrorS(_name, $"Damage keys were invalid for entity {entity}.");
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damageData.Valid = false;
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return;
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}
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damageData.LastThresholdPerGroup.Add(_damageGroup, 0);
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}
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}
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// If we're targetting any layers, and the amount of
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// layers is greater than zero, we start reserving
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// all the layers needed to track damage groups
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// on the entity.
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if (_targetLayers != null && _targetLayers.Count > 0)
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{
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// This should ensure that the layers we're targetting
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// are valid for the visualizer's use.
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//
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// If the layer doesn't have a base state, or
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// the layer key just doesn't exist, we skip it.
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foreach (var keyString in _targetLayers)
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{
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object key;
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if (IoCManager.Resolve<IReflectionManager>().TryParseEnumReference(keyString, out var @enum))
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{
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key = @enum;
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}
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else
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{
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key = keyString;
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}
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if (!spriteComponent.LayerMapTryGet(key, out int index)
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|| spriteComponent.LayerGetState(index).ToString() == null)
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{
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Logger.WarningS(_name, $"Layer at key {key} was invalid for entity {entity}.");
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continue;
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}
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damageData.TargetLayerMapKeys.Add(key);
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};
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// Similar to damage overlay groups, if none of the targetted
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// sprite layers could be used, we display an error and
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// invalidate the visualizer without crashing.
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if (damageData.TargetLayerMapKeys.Count == 0)
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{
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Logger.ErrorS(_name, $"Target layers were invalid for entity {entity}.");
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damageData.Valid = false;
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return;
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}
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// Otherwise, we start reserving layers. Since the filtering
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// loop above ensures that all of these layers are not null,
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// and have valid state IDs, there should be no issues.
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foreach (object layer in damageData.TargetLayerMapKeys)
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{
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int layerCount = spriteComponent.AllLayers.Count();
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int index = spriteComponent.LayerMapGet(layer);
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string layerState = spriteComponent.LayerGetState(index)!.ToString()!;
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if (index + 1 != layerCount)
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{
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index += 1;
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}
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damageData.LayerMapKeyStates.Add(layer, layerState);
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// If we're an overlay, and we're targetting groups,
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// we reserve layers per damage group.
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if (_overlay && _damageOverlayGroups != null)
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{
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foreach (var (group, sprite) in _damageOverlayGroups)
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{
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AddDamageLayerToSprite(spriteComponent,
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sprite,
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$"{layerState}_{group}_{_thresholds[1]}",
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$"{layer}{group}",
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index);
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}
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damageData.DisabledLayers.Add(layer, false);
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}
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// If we're not targetting groups, and we're still
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// using an overlay, we instead just add a general
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// overlay that reflects on how much damage
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// was taken.
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else if (_damageOverlay != null)
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{
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AddDamageLayerToSprite(spriteComponent,
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_damageOverlay,
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$"{layerState}_{_thresholds[1]}",
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$"{layer}trackDamage",
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index);
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damageData.DisabledLayers.Add(layer, false);
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}
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}
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}
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// If we're not targetting layers, however,
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// we should ensure that we instead
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// reserve it as an overlay.
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else
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{
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if (_damageOverlayGroups != null)
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{
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foreach (var (group, sprite) in _damageOverlayGroups)
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{
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AddDamageLayerToSprite(spriteComponent,
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sprite,
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$"DamageOverlay_{group}_{_thresholds[1]}",
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$"DamageOverlay{group}");
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damageData.TopMostLayerKey = $"DamageOverlay{group}";
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}
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}
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else if (_damageOverlay != null)
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{
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AddDamageLayerToSprite(spriteComponent,
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_damageOverlay,
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$"DamageOverlay_{_thresholds[1]}",
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"DamageOverlay");
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damageData.TopMostLayerKey = $"DamageOverlay";
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}
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}
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}
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/// <summary>
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/// Adds a damage tracking layer to a given sprite component.
|
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/// </summary>
|
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private void AddDamageLayerToSprite(SpriteComponent spriteComponent, DamageVisualizerSprite sprite, string state, string mapKey, int? index = null)
|
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{
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int newLayer = spriteComponent.AddLayer(
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new SpriteSpecifier.Rsi(
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new ResourcePath(sprite.Sprite), state
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), index);
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spriteComponent.LayerMapSet(mapKey, newLayer);
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if (sprite.Color != null)
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spriteComponent.LayerSetColor(newLayer, Color.FromHex(sprite.Color));
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spriteComponent.LayerSetVisible(newLayer, false);
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}
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public override void OnChangeData(AppearanceComponent component)
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{
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if (!component.Owner.TryGetComponent<DamageVisualizerDataComponent>(out var damageData))
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return;
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if (!damageData.Valid)
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return;
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// If this was passed into the component, we update
|
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// the data to ensure that the current disabled
|
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// bool matches.
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if (component.TryGetData<bool>(DamageVisualizerKeys.Disabled, out var disabledStatus))
|
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if (disabledStatus != damageData.Disabled)
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damageData.Disabled = disabledStatus;
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if (damageData.Disabled)
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return;
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HandleDamage(component, damageData);
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}
|
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|
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private void HandleDamage(AppearanceComponent component, DamageVisualizerDataComponent damageData)
|
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{
|
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if (!component.Owner.TryGetComponent<SpriteComponent>(out var spriteComponent)
|
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|| !component.Owner.TryGetComponent<DamageableComponent>(out var damageComponent))
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return;
|
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|
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if (_targetLayers != null && _damageOverlayGroups != null)
|
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UpdateDisabledLayers(spriteComponent, component, damageData);
|
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|
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if (_overlay && _damageOverlayGroups != null && _targetLayers == null)
|
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CheckOverlayOrdering(spriteComponent, damageData);
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|
|
if (component.TryGetData<bool>(DamageVisualizerKeys.ForceUpdate, out bool update)
|
|
&& update)
|
|
{
|
|
ForceUpdateLayers(damageComponent, spriteComponent, damageData);
|
|
return;
|
|
}
|
|
|
|
if (_trackAllDamage)
|
|
{
|
|
UpdateDamageVisuals(damageComponent, spriteComponent, damageData);
|
|
}
|
|
else if (component.TryGetData<List<string>>(DamageVisualizerKeys.DamageUpdateGroups, out List<string>? delta))
|
|
{
|
|
UpdateDamageVisuals(delta, damageComponent, spriteComponent, damageData);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if any layers were disabled in the last
|
|
/// data update. Disabled layers mean that the
|
|
/// layer will no longer be visible, or obtain
|
|
/// any damage updates.
|
|
/// </summary>
|
|
private void UpdateDisabledLayers(SpriteComponent spriteComponent, AppearanceComponent component, DamageVisualizerDataComponent damageData)
|
|
{
|
|
foreach (object layer in damageData.TargetLayerMapKeys)
|
|
{
|
|
bool? layerStatus = null;
|
|
switch (layer)
|
|
{
|
|
case Enum layerEnum:
|
|
if (component.TryGetData<bool>(layerEnum, out var layerStateEnum))
|
|
layerStatus = layerStateEnum;
|
|
break;
|
|
case string layerString:
|
|
if (component.TryGetData<bool>(layerString, out var layerStateString))
|
|
layerStatus = layerStateString;
|
|
break;
|
|
}
|
|
|
|
if (layerStatus == null)
|
|
continue;
|
|
|
|
if (damageData.DisabledLayers[layer] != (bool) layerStatus)
|
|
{
|
|
damageData.DisabledLayers[layer] = (bool) layerStatus;
|
|
if (!_trackAllDamage && _damageOverlayGroups != null)
|
|
foreach (string damageGroup in _damageOverlayGroups!.Keys)
|
|
spriteComponent.LayerSetVisible($"{layer}{damageGroup}", damageData.DisabledLayers[layer]);
|
|
else if (_trackAllDamage)
|
|
spriteComponent.LayerSetVisible($"{layer}trackDamage", damageData.DisabledLayers[layer]);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks the overlay ordering on the current
|
|
/// sprite component, compared to the
|
|
/// data for the visualizer. If the top
|
|
/// most layer doesn't match, the sprite
|
|
/// layers are recreated and placed on top.
|
|
/// </summary>
|
|
private void CheckOverlayOrdering(SpriteComponent spriteComponent, DamageVisualizerDataComponent damageData)
|
|
{
|
|
if (spriteComponent[damageData.TopMostLayerKey] != spriteComponent[spriteComponent.AllLayers.Count() - 1])
|
|
{
|
|
if (!_trackAllDamage && _damageOverlayGroups != null)
|
|
{
|
|
foreach (var (damageGroup, sprite) in _damageOverlayGroups)
|
|
{
|
|
int threshold = damageData.LastThresholdPerGroup[damageGroup];
|
|
ReorderOverlaySprite(spriteComponent,
|
|
damageData,
|
|
sprite,
|
|
$"DamageOverlay{damageGroup}",
|
|
$"DamageOverlay_{damageGroup}",
|
|
threshold);
|
|
}
|
|
}
|
|
else if (_trackAllDamage && _damageOverlay != null)
|
|
{
|
|
ReorderOverlaySprite(spriteComponent,
|
|
damageData,
|
|
_damageOverlay,
|
|
$"DamageOverlay",
|
|
$"DamageOverlay",
|
|
damageData.LastDamageThreshold);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void ReorderOverlaySprite(SpriteComponent spriteComponent, DamageVisualizerDataComponent damageData, DamageVisualizerSprite sprite, string key, string statePrefix, int threshold)
|
|
{
|
|
spriteComponent.LayerMapTryGet(key, out int spriteLayer);
|
|
bool visibility = spriteComponent[spriteLayer].Visible;
|
|
spriteComponent.RemoveLayer(spriteLayer);
|
|
if (threshold == 0) // these should automatically be invisible
|
|
threshold = _thresholds[1];
|
|
spriteLayer = spriteComponent.AddLayer(
|
|
new SpriteSpecifier.Rsi(
|
|
new ResourcePath(sprite.Sprite),
|
|
$"{statePrefix}_{threshold}"
|
|
),
|
|
spriteLayer);
|
|
spriteComponent.LayerMapSet(key, spriteLayer);
|
|
spriteComponent.LayerSetVisible(spriteLayer, visibility);
|
|
// this is somewhat iffy since it constantly reallocates
|
|
damageData.TopMostLayerKey = key;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates damage visuals without tracking
|
|
/// any damage groups.
|
|
/// </summary>
|
|
private void UpdateDamageVisuals(DamageableComponent damageComponent, SpriteComponent spriteComponent, DamageVisualizerDataComponent damageData)
|
|
{
|
|
if (!CheckThresholdBoundary(damageComponent.TotalDamage, damageData.LastDamageThreshold, out int threshold))
|
|
return;
|
|
|
|
damageData.LastDamageThreshold = threshold;
|
|
|
|
if (_targetLayers != null)
|
|
{
|
|
foreach (var layerMapKey in damageData.TargetLayerMapKeys)
|
|
UpdateTargetLayer(spriteComponent, damageData, layerMapKey, threshold);
|
|
}
|
|
else
|
|
{
|
|
UpdateOverlay(spriteComponent, threshold);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates damage visuals by damage group,
|
|
/// according to the list of damage groups
|
|
/// passed into it.
|
|
/// </summary>
|
|
private void UpdateDamageVisuals(List<string> delta, DamageableComponent damageComponent, SpriteComponent spriteComponent, DamageVisualizerDataComponent damageData)
|
|
{
|
|
foreach (var damageGroup in delta)
|
|
{
|
|
if (!_overlay && damageGroup != _damageGroup)
|
|
continue;
|
|
|
|
if (!_prototypeManager.TryIndex<DamageGroupPrototype>(damageGroup, out var damageGroupPrototype)
|
|
|| !damageComponent.Damage.TryGetDamageInGroup(damageGroupPrototype, out int damageTotal))
|
|
continue;
|
|
|
|
if (!damageData.LastThresholdPerGroup.TryGetValue(damageGroup, out int lastThreshold)
|
|
|| !CheckThresholdBoundary(damageTotal, lastThreshold, out int threshold))
|
|
continue;
|
|
|
|
damageData.LastThresholdPerGroup[damageGroup] = threshold;
|
|
|
|
if (_targetLayers != null)
|
|
{
|
|
foreach (var layerMapKey in damageData.TargetLayerMapKeys)
|
|
UpdateTargetLayer(spriteComponent, damageData, layerMapKey, damageGroup, threshold);
|
|
}
|
|
else
|
|
{
|
|
UpdateOverlay(spriteComponent, damageGroup, threshold);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if a threshold boundary was passed.
|
|
/// </summary>
|
|
private bool CheckThresholdBoundary(int damageTotal, int lastThreshold, out int threshold)
|
|
{
|
|
threshold = 0;
|
|
damageTotal = (int) Math.Floor(damageTotal / _divisor);
|
|
int thresholdIndex = _thresholds.BinarySearch(damageTotal);
|
|
|
|
if (thresholdIndex < 0)
|
|
{
|
|
thresholdIndex = ~thresholdIndex;
|
|
threshold = _thresholds[thresholdIndex - 1];
|
|
}
|
|
else
|
|
{
|
|
threshold = _thresholds[thresholdIndex];
|
|
}
|
|
|
|
if (threshold == lastThreshold)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is the entry point for
|
|
/// forcing an update on all damage layers.
|
|
/// Does different things depending on
|
|
/// the configuration of the visualizer.
|
|
/// </summary>
|
|
private void ForceUpdateLayers(DamageableComponent damageComponent, SpriteComponent spriteComponent, DamageVisualizerDataComponent damageData)
|
|
{
|
|
if (_damageOverlayGroups != null)
|
|
{
|
|
UpdateDamageVisuals(_damageOverlayGroups.Keys.ToList(), damageComponent, spriteComponent, damageData);
|
|
}
|
|
else if (_damageGroup != null)
|
|
{
|
|
UpdateDamageVisuals(new List<string>(){ _damageGroup }, damageComponent, spriteComponent, damageData);
|
|
}
|
|
else if (_damageOverlay != null)
|
|
{
|
|
UpdateDamageVisuals(damageComponent, spriteComponent, damageData);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates a target layer. Without a damage group passed in,
|
|
/// it assumes you're updating a layer that is tracking all
|
|
/// damage.
|
|
/// </summary>
|
|
private void UpdateTargetLayer(SpriteComponent spriteComponent, DamageVisualizerDataComponent damageData, object layerMapKey, int threshold)
|
|
{
|
|
if (_overlay && _damageOverlayGroups != null)
|
|
{
|
|
if (!damageData.DisabledLayers[layerMapKey])
|
|
{
|
|
string layerState = damageData.LayerMapKeyStates[layerMapKey];
|
|
spriteComponent.LayerMapTryGet($"{layerMapKey}trackDamage", out int spriteLayer);
|
|
|
|
UpdateDamageLayerState(spriteComponent,
|
|
spriteLayer,
|
|
$"{layerState}",
|
|
threshold);
|
|
}
|
|
}
|
|
else if (!_overlay)
|
|
{
|
|
string layerState = damageData.LayerMapKeyStates[layerMapKey];
|
|
spriteComponent.LayerMapTryGet(layerMapKey, out int spriteLayer);
|
|
|
|
UpdateDamageLayerState(spriteComponent,
|
|
spriteLayer,
|
|
$"{layerState}",
|
|
threshold);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates a target layer by damage group.
|
|
/// </summary>
|
|
private void UpdateTargetLayer(SpriteComponent spriteComponent, DamageVisualizerDataComponent damageData, object layerMapKey, string damageGroup, int threshold)
|
|
{
|
|
if (_overlay && _damageOverlayGroups != null)
|
|
{
|
|
if (_damageOverlayGroups.ContainsKey(damageGroup) && !damageData.DisabledLayers[layerMapKey])
|
|
{
|
|
string layerState = damageData.LayerMapKeyStates[layerMapKey];
|
|
spriteComponent.LayerMapTryGet($"{layerMapKey}{damageGroup}", out int spriteLayer);
|
|
|
|
UpdateDamageLayerState(spriteComponent,
|
|
spriteLayer,
|
|
$"{layerState}_{damageGroup}",
|
|
threshold);
|
|
}
|
|
}
|
|
else if (!_overlay)
|
|
{
|
|
string layerState = damageData.LayerMapKeyStates[layerMapKey];
|
|
spriteComponent.LayerMapTryGet(layerMapKey, out int spriteLayer);
|
|
|
|
UpdateDamageLayerState(spriteComponent,
|
|
spriteLayer,
|
|
$"{layerState}_{damageGroup}",
|
|
threshold);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates an overlay that is tracking all damage.
|
|
/// </summary>
|
|
private void UpdateOverlay(SpriteComponent spriteComponent, int threshold)
|
|
{
|
|
spriteComponent.LayerMapTryGet($"DamageOverlay", out int spriteLayer);
|
|
|
|
UpdateDamageLayerState(spriteComponent,
|
|
spriteLayer,
|
|
$"DamageOverlay",
|
|
threshold);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates an overlay based on damage group.
|
|
/// </summary>
|
|
private void UpdateOverlay(SpriteComponent spriteComponent, string damageGroup, int threshold)
|
|
{
|
|
if (_damageOverlayGroups != null)
|
|
{
|
|
if (_damageOverlayGroups.ContainsKey(damageGroup))
|
|
{
|
|
spriteComponent.LayerMapTryGet($"DamageOverlay{damageGroup}", out int spriteLayer);
|
|
|
|
UpdateDamageLayerState(spriteComponent,
|
|
spriteLayer,
|
|
$"DamageOverlay_{damageGroup}",
|
|
threshold);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates a layer on the sprite by what
|
|
/// prefix it has (calculated by whatever
|
|
/// function calls it), and what threshold
|
|
/// was passed into it.
|
|
/// </summary>
|
|
private void UpdateDamageLayerState(SpriteComponent spriteComponent, int spriteLayer, string statePrefix, int threshold)
|
|
{
|
|
if (threshold == 0)
|
|
{
|
|
spriteComponent.LayerSetVisible(spriteLayer, false);
|
|
}
|
|
else
|
|
{
|
|
if (!spriteComponent[spriteLayer].Visible)
|
|
{
|
|
spriteComponent.LayerSetVisible(spriteLayer, true);
|
|
}
|
|
spriteComponent.LayerSetState(spriteLayer, $"{statePrefix}_{threshold}");
|
|
}
|
|
}
|
|
}
|
|
}
|