Files
tbd-station-14/Content.Client/Doors/AirlockSystem.cs
Tayrtahn d957cdb144 Cleanup warnings in AirlockSystem (#37434)
Cleanup warnings in AirlockSystem
2025-05-14 03:57:01 +02:00

133 lines
5.5 KiB
C#

using Content.Client.Wires.Visualizers;
using Content.Shared.Doors.Components;
using Content.Shared.Doors.Systems;
using Content.Shared.Power;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
namespace Content.Client.Doors;
public sealed class AirlockSystem : SharedAirlockSystem
{
[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<AirlockComponent, ComponentStartup>(OnComponentStartup);
SubscribeLocalEvent<AirlockComponent, AppearanceChangeEvent>(OnAppearanceChange);
}
private void OnComponentStartup(EntityUid uid, AirlockComponent comp, ComponentStartup args)
{
// Has to be on component startup because we don't know what order components initialize in and running this before DoorComponent inits _will_ crash.
if (!TryComp<DoorComponent>(uid, out var door))
return;
if (comp.OpenUnlitVisible) // Otherwise there are flashes of the fallback sprite between clicking on the door and the door closing animation starting.
{
door.OpenSpriteStates.Add((DoorVisualLayers.BaseUnlit, comp.OpenSpriteState));
door.ClosedSpriteStates.Add((DoorVisualLayers.BaseUnlit, comp.ClosedSpriteState));
}
((Animation)door.OpeningAnimation).AnimationTracks.Add(new AnimationTrackSpriteFlick()
{
LayerKey = DoorVisualLayers.BaseUnlit,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(comp.OpeningSpriteState, 0f) },
}
);
((Animation)door.ClosingAnimation).AnimationTracks.Add(new AnimationTrackSpriteFlick()
{
LayerKey = DoorVisualLayers.BaseUnlit,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(comp.ClosingSpriteState, 0f) },
}
);
door.DenyingAnimation = new Animation()
{
Length = TimeSpan.FromSeconds(comp.DenyAnimationTime),
AnimationTracks =
{
new AnimationTrackSpriteFlick()
{
LayerKey = DoorVisualLayers.BaseUnlit,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(comp.DenySpriteState, 0f) },
}
}
};
if (!comp.AnimatePanel)
return;
((Animation)door.OpeningAnimation).AnimationTracks.Add(new AnimationTrackSpriteFlick()
{
LayerKey = WiresVisualLayers.MaintenancePanel,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(comp.OpeningPanelSpriteState, 0f) },
});
((Animation)door.ClosingAnimation).AnimationTracks.Add(new AnimationTrackSpriteFlick
{
LayerKey = WiresVisualLayers.MaintenancePanel,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(comp.ClosingPanelSpriteState, 0f) },
});
}
private void OnAppearanceChange(EntityUid uid, AirlockComponent comp, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
var boltedVisible = false;
var emergencyLightsVisible = false;
var unlitVisible = false;
if (!_appearanceSystem.TryGetData<DoorState>(uid, DoorVisuals.State, out var state, args.Component))
state = DoorState.Closed;
if (_appearanceSystem.TryGetData<bool>(uid, PowerDeviceVisuals.Powered, out var powered, args.Component)
&& powered)
{
boltedVisible = _appearanceSystem.TryGetData<bool>(uid, DoorVisuals.BoltLights, out var lights, args.Component)
&& lights && (state == DoorState.Closed || state == DoorState.Welded);
emergencyLightsVisible = _appearanceSystem.TryGetData<bool>(uid, DoorVisuals.EmergencyLights, out var eaLights, args.Component) && eaLights;
unlitVisible =
(state == DoorState.Closing
|| state == DoorState.Opening
|| state == DoorState.Denying
|| (state == DoorState.Open && comp.OpenUnlitVisible)
|| (_appearanceSystem.TryGetData<bool>(uid, DoorVisuals.ClosedLights, out var closedLights, args.Component) && closedLights))
&& !boltedVisible && !emergencyLightsVisible;
}
_sprite.LayerSetVisible((uid, args.Sprite), DoorVisualLayers.BaseUnlit, unlitVisible);
_sprite.LayerSetVisible((uid, args.Sprite), DoorVisualLayers.BaseBolted, boltedVisible);
if (comp.EmergencyAccessLayer)
{
_sprite.LayerSetVisible(
(uid, args.Sprite),
DoorVisualLayers.BaseEmergencyAccess,
emergencyLightsVisible
&& state != DoorState.Open
&& state != DoorState.Opening
&& state != DoorState.Closing
&& !boltedVisible
);
}
switch (state)
{
case DoorState.Open:
_sprite.LayerSetRsiState((uid, args.Sprite), DoorVisualLayers.BaseUnlit, comp.ClosingSpriteState);
_sprite.LayerSetAnimationTime((uid, args.Sprite), DoorVisualLayers.BaseUnlit, 0);
break;
case DoorState.Closed:
_sprite.LayerSetRsiState((uid, args.Sprite), DoorVisualLayers.BaseUnlit, comp.OpeningSpriteState);
_sprite.LayerSetAnimationTime((uid, args.Sprite), DoorVisualLayers.BaseUnlit, 0);
break;
}
}
}