Files
tbd-station-14/Content.Client/Explosion/TriggerSystem.Proximity.cs
2023-06-27 21:17:06 -04:00

111 lines
4.1 KiB
C#

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