* Initial * Cleanup a bunch of things * some changes dunno * RequireAnchored * a * stuff * more work * Lots of progress * delete pipe visualizer * a * b * pipenet and pipenode cleanup * Fixes * Adds GasValve * Adds GasMiner * Fix stuff, maybe? * More fixes * Ignored components on the client * Adds thermomachine behavior, change a bunch of stuff * Remove Anchored * some work, but it's shitcode * significantly more ECS * ECS AtmosDevices * Cleanup * fix appearance * when the pipe direction is sus * Gas tanks and canisters * pipe anchoring and stuff * coding is my passion * Unsafe pipes take longer to unanchor * turns out we're no longer using eris canisters * Gas canister inserted tank appearance, improvements * Work on a bunch of appearances * Scrubber appearance * Reorganize AtmosphereSystem.Piping into a bunch of different systems * Appearance for vent/scrubber/pump turns off when leaving atmosphere * ThermoMachine appearance * Cleanup gas tanks * Remove passive gate unused imports * remove old canister UI functionality * PipeNode environment air, make everything use AssumeAir instead of merging manually * a * Reorganize atmos to follow new structure * ????? * Canister UI, restructure client * Restructure shared * Fix build tho * listen, at least the canister UI works entirely... * fix build : ) * Atmos device prototypes have names and descriptions * gas canister ui slider doesn't jitter * trinary prototypes * sprite for miners * ignore components * fix YAML * Fix port system doing useless thing * Fix build * fix thinking moment * fix build again because * canister direction * pipenode is a word * GasTank Air will throw on invalid states * fix build.... * Unhardcode volume pump thresholds * Volume pump and filter take time into account * Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event * Gas tank node volume is set by initial mixtuer * I love node container
91 lines
2.6 KiB
C#
91 lines
2.6 KiB
C#
using System;
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using Content.Shared.Vapor;
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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.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Client.Chemistry.Visualizers
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{
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[UsedImplicitly]
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public class VaporVisualizer : AppearanceVisualizer, ISerializationHooks
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{
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private const string AnimationKey = "flick_animation";
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[DataField("animation_time")]
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private float _delay = 0.25f;
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[DataField("animation_state")]
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private string _state = "chempuff";
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private Animation VaporFlick = default!;
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void ISerializationHooks.AfterDeserialization()
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{
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VaporFlick = new Animation {Length = TimeSpan.FromSeconds(_delay)};
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{
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var flick = new AnimationTrackSpriteFlick();
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VaporFlick.AnimationTracks.Add(flick);
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flick.LayerKey = VaporVisualLayers.Base;
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flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame(_state, 0f));
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}
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}
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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if (component.Deleted)
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{
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return;
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}
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if (component.TryGetData<Angle>(VaporVisuals.Rotation, out var radians))
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{
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SetRotation(component, radians);
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}
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if (component.TryGetData<Color>(VaporVisuals.Color, out var color))
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{
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SetColor(component, color);
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}
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if (component.TryGetData<bool>(VaporVisuals.State, out var state))
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{
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SetState(component, state);
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}
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}
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private void SetState(AppearanceComponent component, bool state)
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{
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if (!state) return;
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var animPlayer = component.Owner.GetComponent<AnimationPlayerComponent>();
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if(!animPlayer.HasRunningAnimation(AnimationKey))
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animPlayer.Play(VaporFlick, AnimationKey);
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}
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private void SetRotation(AppearanceComponent component, Angle rotation)
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{
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var sprite = component.Owner.GetComponent<ISpriteComponent>();
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sprite.Rotation = rotation;
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}
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private void SetColor(AppearanceComponent component, Color color)
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{
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var sprite = component.Owner.GetComponent<ISpriteComponent>();
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sprite.Color = color;
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}
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}
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public enum VaporVisualLayers : byte
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{
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Base
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}
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}
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