545 lines
20 KiB
C#
545 lines
20 KiB
C#
using System.Linq;
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using Content.Shared.Light.Components;
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using JetBrains.Annotations;
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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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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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namespace Content.Client.Light.Components
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{
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#region LIGHT_BEHAVIOURS
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/// <summary>
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/// Base class for all light behaviours to derive from.
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/// This AnimationTrack derivative does not rely on keyframes since it often needs to have a randomized duration.
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/// </summary>
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[Serializable]
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[ImplicitDataDefinitionForInheritors]
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public abstract partial class LightBehaviourAnimationTrack : AnimationTrackProperty
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{
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protected IEntityManager _entMan = default!;
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protected IRobustRandom _random = default!;
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[DataField("id")] public string ID { get; set; } = string.Empty;
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[DataField("property")]
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public virtual string Property { get; protected set; } = "Radius";
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[DataField("isLooped")] public bool IsLooped { get; set; }
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[DataField("enabled")] public bool Enabled { get; set; }
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[DataField("startValue")] public float StartValue { get; set; } = 0f;
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[DataField("endValue")] public float EndValue { get; set; } = 2f;
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[DataField("minDuration")] public float MinDuration { get; set; } = -1f;
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[DataField("maxDuration")] public float MaxDuration { get; set; } = 2f;
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[DataField("interpolate")] public AnimationInterpolationMode InterpolateMode { get; set; } = AnimationInterpolationMode.Linear;
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[ViewVariables] protected float MaxTime { get; set; }
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private float _maxTime = default;
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private EntityUid _parent = default!;
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public void Initialize(EntityUid parent, IRobustRandom random, IEntityManager entMan)
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{
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_random = random;
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_entMan = entMan;
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_parent = parent;
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if (Enabled && _entMan.TryGetComponent(_parent, out PointLightComponent? light))
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{
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light.Enabled = true;
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}
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OnInitialize();
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}
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public void UpdatePlaybackValues(Animation owner)
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{
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if (_entMan.TryGetComponent(_parent, out PointLightComponent? light))
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{
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light.Enabled = true;
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}
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if (MinDuration > 0)
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{
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MaxTime = (float) _random.NextDouble() * (MaxDuration - MinDuration) + MinDuration;
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}
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else
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{
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MaxTime = MaxDuration;
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}
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owner.Length = TimeSpan.FromSeconds(MaxTime);
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}
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public override (int KeyFrameIndex, float FramePlayingTime) InitPlayback()
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{
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OnStart();
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return (-1, _maxTime);
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}
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protected void ApplyProperty(object value)
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{
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if (Property == null)
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{
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throw new InvalidOperationException("Property parameter is null! Check the prototype!");
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}
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if (_entMan.TryGetComponent(_parent, out PointLightComponent? light))
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{
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AnimationHelper.SetAnimatableProperty(light, Property, value);
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}
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}
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protected override void ApplyProperty(object context, object value)
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{
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ApplyProperty(value);
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}
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public virtual void OnInitialize() { }
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public virtual void OnStart() { }
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}
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/// <summary>
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/// A light behaviour that alternates between StartValue and EndValue
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/// </summary>
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[UsedImplicitly]
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public sealed partial class PulseBehaviour : LightBehaviourAnimationTrack
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{
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public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback(
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object context, int prevKeyFrameIndex, float prevPlayingTime, float frameTime)
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{
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var playingTime = prevPlayingTime + frameTime;
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var interpolateValue = playingTime / MaxTime;
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if (Property == "Enabled") // special case for boolean
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{
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ApplyProperty(interpolateValue < 0.5f);
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return (-1, playingTime);
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}
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if (interpolateValue < 0.5f)
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{
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switch (InterpolateMode)
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{
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case AnimationInterpolationMode.Linear:
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ApplyProperty(InterpolateLinear(StartValue, EndValue, interpolateValue * 2f));
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break;
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case AnimationInterpolationMode.Cubic:
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ApplyProperty(InterpolateCubic(EndValue, StartValue, EndValue, StartValue, interpolateValue * 2f));
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break;
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default:
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case AnimationInterpolationMode.Nearest:
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ApplyProperty(StartValue);
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break;
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}
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}
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else
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{
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switch (InterpolateMode)
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{
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case AnimationInterpolationMode.Linear:
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ApplyProperty(InterpolateLinear(EndValue, StartValue, (interpolateValue - 0.5f) * 2f));
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break;
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case AnimationInterpolationMode.Cubic:
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ApplyProperty(InterpolateCubic(StartValue, EndValue, StartValue, EndValue, (interpolateValue - 0.5f) * 2f));
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break;
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default:
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case AnimationInterpolationMode.Nearest:
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ApplyProperty(EndValue);
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break;
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}
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}
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return (-1, playingTime);
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}
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}
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/// <summary>
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/// A light behaviour that interpolates from StartValue to EndValue
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/// </summary>
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[UsedImplicitly]
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public sealed partial class FadeBehaviour : LightBehaviourAnimationTrack
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{
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/// <summary>
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/// Automatically reverse the animation when EndValue is reached. In this particular case, MaxTime specifies the
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/// time of the full animation, including the reverse interpolation.
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/// </summary>
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[DataField("reverseWhenFinished")]
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public bool ReverseWhenFinished { get; set; }
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public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback(
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object context, int prevKeyFrameIndex, float prevPlayingTime, float frameTime)
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{
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var playingTime = prevPlayingTime + frameTime;
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var interpolateValue = playingTime / MaxTime;
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if (Property == "Enabled") // special case for boolean
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{
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ApplyProperty(interpolateValue < EndValue);
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return (-1, playingTime);
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}
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// From 0 to MaxTime/2, we go from StartValue to EndValue. From MaxTime/2 to MaxTime, we reverse this interpolation.
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if (ReverseWhenFinished)
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{
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if (interpolateValue < 0.5f)
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{
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ApplyInterpolation(StartValue, EndValue, interpolateValue*2);
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}
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else
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{
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ApplyInterpolation(EndValue, StartValue, (interpolateValue-0.5f)*2);
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}
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}
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else
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{
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ApplyInterpolation(StartValue, EndValue, interpolateValue);
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}
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return (-1, playingTime);
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}
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private void ApplyInterpolation(float start, float end, float interpolateValue)
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{
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switch (InterpolateMode)
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{
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case AnimationInterpolationMode.Linear:
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ApplyProperty(InterpolateLinear(start, end, interpolateValue));
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break;
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case AnimationInterpolationMode.Cubic:
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ApplyProperty(InterpolateCubic(end, start, end, start, interpolateValue));
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break;
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default:
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case AnimationInterpolationMode.Nearest:
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ApplyProperty(interpolateValue < 0.5f ? start : end);
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break;
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}
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}
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}
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/// <summary>
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/// A light behaviour that interpolates using random values chosen between StartValue and EndValue.
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/// </summary>
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[UsedImplicitly]
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public sealed partial class RandomizeBehaviour : LightBehaviourAnimationTrack
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{
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private float _randomValue1;
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private float _randomValue2;
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private float _randomValue3;
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private float _randomValue4;
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public override void OnInitialize()
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{
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_randomValue1 = (float) InterpolateLinear(StartValue, EndValue, (float) _random.NextDouble());
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_randomValue2 = (float) InterpolateLinear(StartValue, EndValue, (float) _random.NextDouble());
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_randomValue3 = (float) InterpolateLinear(StartValue, EndValue, (float) _random.NextDouble());
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}
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public override void OnStart()
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{
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if (Property == "Enabled") // special case for boolean, we randomize it
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{
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ApplyProperty(_random.NextDouble() < 0.5);
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return;
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}
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if (InterpolateMode == AnimationInterpolationMode.Cubic)
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{
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_randomValue1 = _randomValue2;
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_randomValue2 = _randomValue3;
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}
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_randomValue3 = _randomValue4;
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_randomValue4 = (float) InterpolateLinear(StartValue, EndValue, (float) _random.NextDouble());
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}
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public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback(
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object context, int prevKeyFrameIndex, float prevPlayingTime, float frameTime)
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{
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var playingTime = prevPlayingTime + frameTime;
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var interpolateValue = playingTime / MaxTime;
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if (Property == "Enabled")
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{
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return (-1, playingTime);
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}
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switch (InterpolateMode)
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{
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case AnimationInterpolationMode.Linear:
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ApplyProperty(InterpolateLinear(_randomValue3, _randomValue4, interpolateValue));
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break;
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case AnimationInterpolationMode.Cubic:
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ApplyProperty(InterpolateCubic(_randomValue1, _randomValue2, _randomValue3, _randomValue4, interpolateValue));
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break;
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default:
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case AnimationInterpolationMode.Nearest:
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ApplyProperty(interpolateValue < 0.5f ? _randomValue3 : _randomValue4);
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break;
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}
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return (-1, playingTime);
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}
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}
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/// <summary>
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/// A light behaviour that cycles through a list of colors.
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/// </summary>
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[UsedImplicitly]
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[DataDefinition]
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public sealed partial class ColorCycleBehaviour : LightBehaviourAnimationTrack, ISerializationHooks
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{
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[DataField("property")]
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public override string Property { get; protected set; } = "Color";
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[DataField("colors")] public List<Color> ColorsToCycle { get; set; } = new();
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private int _colorIndex;
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public override void OnStart()
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{
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_colorIndex++;
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if (_colorIndex > ColorsToCycle.Count - 1)
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{
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_colorIndex = 0;
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}
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}
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public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback(
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object context, int prevKeyFrameIndex, float prevPlayingTime, float frameTime)
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{
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var playingTime = prevPlayingTime + frameTime;
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var interpolateValue = playingTime / MaxTime;
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switch (InterpolateMode)
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{
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case AnimationInterpolationMode.Linear:
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ApplyProperty(InterpolateLinear(ColorsToCycle[(_colorIndex - 1) % ColorsToCycle.Count],
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ColorsToCycle[_colorIndex],
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interpolateValue));
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break;
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case AnimationInterpolationMode.Cubic:
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ApplyProperty(InterpolateCubic(ColorsToCycle[_colorIndex],
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ColorsToCycle[(_colorIndex + 1) % ColorsToCycle.Count],
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ColorsToCycle[(_colorIndex + 2) % ColorsToCycle.Count],
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ColorsToCycle[(_colorIndex + 3) % ColorsToCycle.Count],
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interpolateValue));
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break;
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default:
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case AnimationInterpolationMode.Nearest:
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ApplyProperty(ColorsToCycle[_colorIndex]);
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break;
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}
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return (-1, playingTime);
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}
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void ISerializationHooks.AfterDeserialization()
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{
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if (ColorsToCycle.Count < 2)
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{
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throw new InvalidOperationException($"{nameof(ColorCycleBehaviour)} has less than 2 colors to cycle");
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}
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}
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}
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#endregion
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/// <summary>
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/// A component which applies a specific behaviour to a PointLightComponent on its owner.
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/// </summary>
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[RegisterComponent]
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public sealed partial class LightBehaviourComponent : SharedLightBehaviourComponent, ISerializationHooks
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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private const string KeyPrefix = nameof(LightBehaviourComponent);
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public sealed class AnimationContainer
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{
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public AnimationContainer(int key, Animation animation, LightBehaviourAnimationTrack track)
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{
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Key = key;
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Animation = animation;
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LightBehaviour = track;
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}
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public string FullKey => KeyPrefix + Key;
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public int Key { get; set; }
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public Animation Animation { get; set; }
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public LightBehaviourAnimationTrack LightBehaviour { get; set; }
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}
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[ViewVariables(VVAccess.ReadOnly)]
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[DataField("behaviours")]
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public List<LightBehaviourAnimationTrack> Behaviours = new();
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[ViewVariables(VVAccess.ReadOnly)]
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public readonly List<AnimationContainer> Animations = new();
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[ViewVariables(VVAccess.ReadOnly)]
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private Dictionary<string, object> _originalPropertyValues = new();
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void ISerializationHooks.AfterDeserialization()
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{
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var key = 0;
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foreach (var behaviour in Behaviours)
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{
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var animation = new Animation()
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{
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AnimationTracks = {behaviour}
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};
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Animations.Add(new AnimationContainer(key, animation, behaviour));
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key++;
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}
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}
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/// <summary>
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/// If we disable all the light behaviours we want to be able to revert the light to its original state.
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/// </summary>
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private void CopyLightSettings(string property)
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{
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if (_entMan.TryGetComponent(Owner, out PointLightComponent? light))
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{
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var propertyValue = AnimationHelper.GetAnimatableProperty(light, property);
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if (propertyValue != null)
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{
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_originalPropertyValues.Add(property, propertyValue);
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}
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}
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else
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{
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Logger.Warning($"{_entMan.GetComponent<MetaDataComponent>(Owner).EntityName} has a {nameof(LightBehaviourComponent)} but it has no {nameof(PointLightComponent)}! Check the prototype!");
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}
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}
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/// <summary>
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/// Start animating a light behaviour with the specified ID. If the specified ID is empty, it will start animating all light behaviour entries.
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/// If specified light behaviours are already animating, calling this does nothing.
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/// Multiple light behaviours can have the same ID.
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/// </summary>
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public void StartLightBehaviour(string id = "")
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{
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if (!_entMan.TryGetComponent(Owner, out AnimationPlayerComponent? animation))
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{
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return;
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}
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foreach (var container in Animations)
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{
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if (container.LightBehaviour.ID == id || id == string.Empty)
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{
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if (!animation.HasRunningAnimation(KeyPrefix + container.Key))
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{
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CopyLightSettings(container.LightBehaviour.Property);
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container.LightBehaviour.UpdatePlaybackValues(container.Animation);
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animation.Play(container.Animation, KeyPrefix + container.Key);
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}
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}
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}
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}
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/// <summary>
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/// If any light behaviour with the specified ID is animating, then stop it.
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/// If no ID is specified then all light behaviours will be stopped.
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/// Multiple light behaviours can have the same ID.
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/// </summary>
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/// <param name="id"></param>
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/// <param name="removeBehaviour">Should the behaviour(s) also be removed permanently?</param>
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/// <param name="resetToOriginalSettings">Should the light have its original settings applied?</param>
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public void StopLightBehaviour(string id = "", bool removeBehaviour = false, bool resetToOriginalSettings = false)
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{
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if (!_entMan.TryGetComponent(Owner, out AnimationPlayerComponent? animation))
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{
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return;
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}
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var toRemove = new List<AnimationContainer>();
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foreach (var container in Animations)
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{
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if (container.LightBehaviour.ID == id || id == string.Empty)
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{
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if (animation.HasRunningAnimation(KeyPrefix + container.Key))
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{
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animation.Stop(KeyPrefix + container.Key);
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}
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if (removeBehaviour)
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{
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toRemove.Add(container);
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}
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}
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}
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foreach (var container in toRemove)
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{
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Animations.Remove(container);
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}
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if (resetToOriginalSettings && _entMan.TryGetComponent(Owner, out PointLightComponent? light))
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{
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foreach (var (property, value) in _originalPropertyValues)
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{
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AnimationHelper.SetAnimatableProperty(light, property, value);
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}
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}
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_originalPropertyValues.Clear();
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}
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/// <summary>
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/// Checks if at least one behaviour is running.
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/// </summary>
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/// <returns>Whether at least one behaviour is running, false if none is.</returns>
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public bool HasRunningBehaviours()
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{
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if (!_entMan.TryGetComponent(Owner, out AnimationPlayerComponent? animation))
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{
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return false;
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}
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return Animations.Any(container => animation.HasRunningAnimation(KeyPrefix + container.Key));
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}
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/// <summary>
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/// Add a new light behaviour to the component and start it immediately unless otherwise specified.
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/// </summary>
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public void AddNewLightBehaviour(LightBehaviourAnimationTrack behaviour, bool playImmediately = true)
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{
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var key = 0;
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while (Animations.Any(x => x.Key == key))
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{
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key++;
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}
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var animation = new Animation()
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{
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AnimationTracks = {behaviour}
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};
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behaviour.Initialize(Owner, _random, _entMan);
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var container = new AnimationContainer(key, animation, behaviour);
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Animations.Add(container);
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if (playImmediately)
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{
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StartLightBehaviour(behaviour.ID);
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}
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}
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}
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}
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